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Pixel Perfect

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Everything posted by Pixel Perfect

  1. You just never know what life is going to throw at you! Good luck Paul, hope you are up and running again soon
  2. Nice work Ken, as you say plenty good enough for that type of game and it certainly pays to keep things simple whenever possible. I must admit, I don't generally class path finding as AI although when I think about it ... it actually can be considered as AI as you are simulating the characters perception of the environment and its ability to plot a path through it. Which, if you don't have a computer simulation and A* kind of requires intelligence. Either way, its all smoke and mirrors lol
  3. Welcome Kayla, I'm sure you'll find it a great community
  4. Ah yes the Lonewolves! From my experience: Successful Lonewolf developer = 0.0001% of the population. I can count the number of people in this forum who have that ability on one hand. Successful Lonewolf developer = waits for no one and nothing as he/she has the skills required already and the drive and determination to succeed no matter what. Successful Lonewolf developer = does not need game engine software that makes it easy for them as that actually detracts from their ability to make their game by usually placing severe constraints on what they can and cannot do. These people are the classic example of people most likely to code their own solutions. Then there are the rest of us who can always benefit from the help of others and by pooling our skill sets. Game development is what it is. Even to bring a simple game to completion is a fairly complex task. I'm just giving what I believe to be good advise. Lonewolves of course don't require this, but then Lonewolves won't even be here reading this!
  5. Whilst that may be the plan, that was true to a large degree of LE2 too ... but it never happened. Besides, your game will always be more limited and restricted using this strategy and you are still dependent on others although no longer in a direct way. I simply don't understand where this insistence on having to be a one man show comes from, very few people spend there working lives on their own, we work as teams and it's this direct working relationship that really pays the dividends!
  6. Geeez I'm so bored of this script versus native language and do I have to use coding at all argument ... it's what's stopped most people doing anything in LE2 and I can just see this continuing in LE3. Just do it .. simple as and stop always looking for excuses not to. Not everyone can code, in the same way as not everyone can model. If you are a **** coder you'll be a **** scripter. People need to team up with others that have the skills they lack and then the games might actually come to fruition instead of remaining pipe dreams.
  7. Wow! That's quite a look n feel change! Looking good though and great to hear you are happy with the results you are getting with iClone. I'm looking forward to any video/blog you produce on this which shows a bit more about the process. Nice work Chris/Roland
  8. A quick search on the net revealed a TMap object in BMax which appears to be the equivalent. Two useful links: http://en.wikibooks.org/wiki/BlitzMax/Modules/Data_structures/Maps http://www.blitzbasic.com/bmdocs/command.php?name=CreateMap&ref=2d_cat
  9. To get your meshes reacting to anything other than straight collision you need to create bodies for them, either in code or using the phygen tool. Then set up collision between them by assigning an entity type to each and using the Collisions command. In terms of efficiency I'm not sure how things are handled in BMax but in C++ you would probably want to use something like a Map container which allows you to tag the object pointer with a text label and the pair are indexed by the label; making for fast and efficient retrieval. If you only have a few objects then indexed retrieval is not important, but if you have hundreds or thousands then it starts to make a difference. I would strongly recommend reading through Aggror's Leadwerks Guide here it will save you much time in the long run
  10. Hi Raul, good to see you back The variable you used when using the LoadScene command is effectively a pointer to a collection with all of the sbx file's objects as children. You can iterate through these to access them and if need be build your own specialised collections. Bodies in LE are a physics type representation for use with meshes and not actually meshes themselves, so you will have no visible component for a body! Worth taking a look at the Leadwerks Developer Wiki on these items.
  11. Looks very polished ... nice work!
  12. Warning: Be careful when scaling in code if you are using physics; as any already created physics representation will not get scaled with it! This is why there is no scaling option in the Editor!
  13. Well done Ken, although talent is a prerequisite to successfully designing any game you have been a shining example of how it takes sheer determination, hard work and a single minded ability to focus on what's needed to get it finished. I have no doubt your game will be released and look forward to it.
  14. Whilst I don't really have any suggestions that haven't been offered by others already; may I just say congratulations! What a great situation to find yourself in and good luck with whatever decisions you finally take. I look forward to seeing it.
  15. Repeating the same old questions and comments over and over again will get you nowhere and simply lead people to regard you as a TROLL. Either wait like everyone else is having to or go elsewhere. Most of the people here are fully paid up Leadwerks users and even they don't have the answers you are seeking. No amount of jumping up and down in the dark and demanding the sun to rise will make it rise any earlier
  16. and Leadwerks Engine 2 is in itself a world class 3D game engine SDK and, in my honest opinion, worth many times more than the asking price!
  17. I think Andy wants to bake the textures and light map into one overall texture that is saved with the geometry in a single file, I don't think this is possible inside of 3DWS but may be possible using external tools.
  18. I can only suggest that if waiting is not an option then you turn to some other engine. I don't think Josh could have been any clearer in his answer to be fair. He could have kept development of LE3 completely secret in which case nothing would have been known until it was actually released, but instead has elected to reveal the development process in quite some detail which I think has been of interest to a lot of people. OK, that generates a lot of interest and people naturally want to know when the product will be available and what the final feature set will be, but people must also accept that this is Josh's business and as such he as every right to decide when that announcement is made. No sensible business is going to announce such things prematurely.
  19. Still sounds like scoping problems ... how is the pointer to the newly created instance of the class scoped?
  20. Ah ok Cassius, I misunderstood your intention. I was hoping to get a look at your game. That will come in time no doubt
  21. lol ... bit too complicated Toxic ... think I'll stick with Game* myAwesomeFPS = new makeFPSGame("better than anyones"); Hey ... looking forward to seeing your Video btw Cassius
  22. Both are the same in my opinion, modelling and programing that is. The fundementals of each can be learnt fairly quickly but it takes years of experience and perfecting your skills to make the real magic happen. They are both crafts in their own right and both can be wonders to behold in the hands of a real craftsman.
  23. you must have a very simplistic view of programming then Cassius
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