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beo6

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Everything posted by beo6

  1. why are you setting friction for your walls or ground? i think it is better to use csg for the walls and only change the settings of the ball. Do you scale your ball model in the engine? I had an issue in a previous version of Leadwerks that the physic was going crazy because i scaled the model. I think it is fixed now but i am using a properly scaled model now and haven't tested it again.
  2. Source: http://code-i.de/LE3/Source.zip as i have written in the chat: It does not compile on Android when i stick with the tutorial. It only compiled when i typecasted the hook-method to (void*) but it crashed on my android device as soon as i started the game. On Windows it always compiles and runs without any crash. And i have seen in the main.cpp in the c++ project template that you typecast a hook method yourself to (void*) on line 25: Leadwerks::System::AddHook(System::DebugErrorHook,(void*)DebugErrorHook);
  3. Hi Aggror, for me friction makes a huge difference. I set the Friction in my Lua script for the Player entity: function Script:Start() self.entity:SetFriction(1,1) end when i set it to SetFriction(0,0) it behaves as it would roll on ice.
  4. If you need the project i could send it to you. It might just take its time to upload. Or maybe only the source. To give some more information to possibly help to find the issue: The GameObject in my project is exactly as in the tutorial. The Player Object however i only added an entity parameter to the constructor. Player::Player(Entity* setEntity) { entity = setEntity; entity->SetUserData(this); //Enable the hooks this class uses entity->AddHook(Entity::UpdateWorldHook,UpdateWorldHook); entity->AddHook(Entity::CollisionHook,CollisionHook); entity->AddHook(Entity::DrawHook,DrawHook); } since i have seen other people here doing it this way and that it is working on windows i think that is ok. Thanks anyway for looking at it.
  5. I haven't changed the gameobject class and when I keep it just like in the tutorial it is working on windows when I compile with visual studio. but the exact same code won't compile with eclipse for android. //edit: just noticed. I have posted this in programming but I should have posted this in the android forum i think.
  6. I got it to compile now. I typecasted the methods to (void*) in AddHook entity->AddHook(Entity::UpdateWorldHook,(void*)UpdateWorldHook); entity->AddHook(Entity::CollisionHook,(void*)CollisionHook); entity->AddHook(Entity::DrawHook,(void*)DrawHook); i don't like this way because i am pretty sure it is dirty and is causing the crash when i try to run it. 06-04 02:44:56.058: A/libc(8712): Fatal signal 11 (SIGSEGV) at 0x00000018 (code=1), thread 8738 (Thread-567) But i have still no idea how to solve it. Because everything is working nicely on Windows and i have mostly just followed the tutorial from Josh http://www.leadwerks.com/werkspace/page/tutorials/_/class-hooks-r38
  7. There is a "stretch to fit" button for textures. See here: http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/objects-panel-r680
  8. beo6

    Rolling - Game Demo

    sorry. yes it is the last level. there are currently only 3 maps i created. i don't like the current textures myself. So i will change this in the future. //Edit: i wish we could have a clean map-editor that we are allowed to give to someone who can make maps. Or at least to be able to save in the map format so we could create our own map editor.
  9. i would like such a button. But the more realistic way would be to team up with someone who can do the stuff you can't do yourself.
  10. beo6

    Rolling - Game Demo

    Nothing special there. It is a very low poly sphere 3d model with Mass and Friction set to 1.
  11. Hello, since more and more are showing what they have created so far i wanted to do the same. Since i am bad in texturing and such it looks a bit too much black & white but i want to change that later. after i felt a bit limited with a Lua project i started to convert it to a C++ project. I still have the Lua only project which is exactly the same. It is planned as a mobile game, but i can't compile the C++ project for Android at the moment. Controls: only the arrow-keys. In Level 2 just roll over that odd looking platform on the ground. known Bugs: - crash when closing the window after the first map. - very fast game-speed after loading a map. Will return to normal speed after some time.
  12. Like Josh said i would not recommend using it since it is not official. The Api can always change in these parts and then your game would stop working. I am also not sure if ENet is really usable for an MMO. MMOs are really hard.
  13. ah. that could be the issue. I currently have the camera created in the map instead of in code. Thanks for that hint.
  14. As far as i have seen there is ENet already included with Client and Server Classes. But i think is only used for making the local debug connection at the moment.
  15. Hello, i get a crash when i exit the game. i tracked it down to a flowgraph connection between two objects. When i remove that connection the app does no longer crash when i exit it. (You need to close the window to exit. Press ESC to show your mouse cursor) The error message is: --------------------------- Microsoft Visual C++ Debug Library --------------------------- Debug Assertion Failed! Program: C:\Leadwerks\Projects\RollingC_Bugreport\RollingC.debug.exe File: C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\vector Line: 238 Expression: vector iterators incompatible For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts. (Press Retry to debug the application) --------------------------- Abbrechen Wiederholen Ignorieren --------------------------- the small project is attached.
  16. thanks. For me it crashes at world->Render(); as soon as i use world->Clear(); I suppose you are creating a new world and switch worlds with SetCurrent()?
  17. Looks nice. i noticed that the ball color in level 5 and 6 is purple. It crashes randomly when loading a level. Thats why I have not gotten to level 7. I also noticed the laggy movement. It seems that the physic refresh time is too low. So the ball also sometimes goes straight through a wall. can you tell me how you load the next map? For me when i loaded the next map the game-physic is too fast and it normalizes after some randomly long time.
  18. That is exactly what i wanted to say. Thanks Rick. For what exactly is the option "Merge on load" in the editor?
  19. Just an idea until Josh decides: set the mass in the editor to anything else then 0 and reset it in your code. Trigger::Trigger(Entity* entity) { this->entity = entity; //... this->entity->SetMass(0); }
  20. I wonder how Josh did the rounded corner in this post: http://www.leadwerks.com/werkspace/blog/41/entry-1081-leadwerks-3-update-available/
  21. Hello Everyone, i created a C++ Project and compiling etc. works nice on Windows. Now i wanted to test it on Android so i published the project for Android but it gave me Errors. then i linked the new .cpp and .h files into the Source-Folder just like the App.cpp and App.h files that are already linked there. But i still get this Error: C:\Leadwerks\Projects/RollingC/Projects/Android/obj/local/armeabi/objs/app/__/__/__/Source/App.o: In function `StoreWorldObjects(Leadwerks::Entity*, Leadwerks::Object*)': C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/App.cpp:33: undefined reference to `Player::Player(Leadwerks::Entity*)' Not sure what i am doing wrong. Will try to compile a completely new Project for Android now. //Edit: Compiling a clean Android project works. I have now found the Application.mk file where i need to add the source files at "LOCAL_SRC_FILES" Now i get different errors: C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/NextMap.cpp: In constructor 'NextMap::NextMap(Leadwerks::Entity*)': C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/NextMap.cpp:15: error: invalid conversion from 'void (*)(Leadwerks::Entity*, Leadwerks::Entity*, float*, float*, float)' to 'void*' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/NextMap.cpp:15: error: initializing argument 2 of 'virtual void Leadwerks::Entity::AddHook(int, void*)' make: *** [C:\Leadwerks\Projects/RollingC/Projects/Android/obj/local/armeabi/objs/app/__/__/__/Source/NextMap.o] Error 1 make: *** Waiting for unfinished jobs.... C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp: In constructor 'Player::Player(Leadwerks::Entity*)': C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:10: error: invalid conversion from 'void (*)(Leadwerks::Entity*)' to 'void*' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:10: error: initializing argument 2 of 'virtual void Leadwerks::Entity::AddHook(int, void*)' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:11: error: invalid conversion from 'void (*)(Leadwerks::Entity*, Leadwerks::Entity*, float*, float*, float)' to 'void*' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:11: error: initializing argument 2 of 'virtual void Leadwerks::Entity::AddHook(int, void*)' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:12: error: invalid conversion from 'void (*)(Leadwerks::Entity*)' to 'void*' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:12: error: initializing argument 2 of 'virtual void Leadwerks::Entity::AddHook(int, void*)' make: *** [C:\Leadwerks\Projects/RollingC/Projects/Android/obj/local/armeabi/objs/app/__/__/__/Source/Player.o] Error 1 I suppose that this are some issues that the code needs to be a bit different for Android. Edit: I only used parts of this tutorial. Http://www.leadwerks.com/werkspace/page/tutorials/_/class-hooks-r38 So it seems they are not android compatible?
  22. Hello, i get a Crash when i try to select an entity that has an Particle Emitter as kid and a script attached. (The Script must be attached to the Parent. If the script is attached to a kid-element it works) Also it only crashes when the Scene-Tab is opened. When another Tab is opened it crashes as soon as i open the Scene tab. crashMap.zip
  23. i had asked myself that question too yesterday. after a little bit of research it looks too complicated and i do not even fully understand the code in the App.cpp from the Lua Project template.
  24. the only issue is that there is no dependent auto completion for Lua. So you get all methods all the time in the list. Not sure if that is even possible with Lua because of the dynamic nature //Edit: the editor included in LE3 already has some sort of syntax highlighting. But i think you could disable it with setting the color the same for keywords etc in the options
  25. I am currently creating a relatively simple auto completion file for Sublime Text (the editor i use) i can release it here when i finished it. Just not sure if anyone else here uses the editor.
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