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beo6

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Everything posted by beo6

  1. Hello, now that Josh has told me what was wrong with my model Physics i changed it and it works nicely. Thank you. Now i wanted to save a prefab for a Portal to get to the next level. But as soon as i open the folder in the Editor it crashes with the last lines in the log showing this: Failed to load thumbnail 6 for C:/Leadwerks/Projects/Rolling/Prefabs/finishPortal.pfb Loading prefab "C:/Leadwerks/Projects/Rolling/Prefabs/finishPortal.pfb"... The Prefab should only contain a Cylinder with a Particle Emitter and two Lua scripts attached to the Cylinder. But it also crashes on a created prefab from only a Cylinder with nothing else attached to it. For some reason the Prefabs are nearly as big in Filesize as the whole Map. Not sure if this is correct.
  2. Hello everyone, I am sorry, i know that I might get on your nerves but could someone already revalidate my problem? Am i really just too stupid for this? The physic looked OK in the video of josh with the barrels but i don't know what I an doing wrong. Even a box that I had put in was behaving weird and was stuck halfway in the ground as if the center point was off. Could this be an issue with my model editor? Will try some other modeler when I am home. If you need any other information just ask. Thanks
  3. i don't know what you want to say, but that is indeed the intention i had when i was trying to have a ball movement like this but i right at the start when the ball bounced around without any obvious reason. I also don't want to have two open threads so maybe we should continue here: http://www.leadwerks...ar-an-obstacle/
  4. i haven't tried that, but i think it will make no difference since i only add torque to it when i press a key, and it jumps even before i touch any key.
  5. Hello Aggror, it is exactly as large as the model. see the picture here: and it also happens when the ball is at the end of the ground near the abyss.
  6. Hello, since no one could answer my question and i now think this is a physics bug i post it here. my other thread is here: http://www.leadwerks.com/werkspace/topic/6750-physic-bounciness/ i made a new export of the project where i placed the ball near the obstacle right from the start. http://code-i.de/Rolling_test2.zip (77 Mb) it jumps even when you do not move the ball at all. When you start moving it away with the W,A,S,D keys it will stop jumping.
  7. Hello again, i wasn't able to fix this issue for now. But i noticed that it only starts jumping when i get near any obstacle but without touching it. Enabling Swept collision also doesn't help.
  8. You need to open the Project in Visual C++ 2010 and compile it for Release and Debug.
  9. Well. but some stuff is already possible i think. For example "toggle grid lock" at Edit->Grid Snap. resize multiple models: CTRL + klick on models in Editor then resize? Import multiple files. Maybe try to drag and drop multiple files into the editor? didn't tested it. Or maybe just copy them into your project directory.
  10. It might not be in the editor yet like some other things but it should be usabe with code using the Emitter class: http://www.leadwerks...erence/emitter/ //Edit: have looked at the editor and i haven't found anything missing from the Particle Editor except the attractor and detractor.
  11. Hello everyone. I finaly got some more time to play around with the new version. First the physic seems to be working a lot better since my last tests. i let a ball role with setTorque but it sometimes just jumps up into the air. i have the example here: http://code-i.de/Rolling.zip (Keys: W,S,A,D) if that is not the best way for controlling a ball how would you do this? Thanks in advance for informations.
  12. i noticed this too. Especially when i use the script editor it happens very often. Pressing the ALT-Key helps so i don't need to restart the editor but it is still a bit annoying.
  13. I would say Space games are possible. I experimented a bit with it and uploaded a LUA-Script for Planets to move. The only problem i had was the visibility of far away planets. They disappeared too early and the Editor ignored the settings for it. But i think it is fixed already. Sadly i just couldn't find time to experiment with it further.
  14. beo6

    My Whacky Moles

    @Rick if you create a new certificate for the game, users will not be able to update. I think you can't even upload the apk in the dev console. always backup your certificate with your game sourcecode.
  15. Only the add-ons will go up in price since the main app costs the same for new users and as upgrade.
  16. To be honest, i don't like this. It has a egoistic feel to it that they write something like this in their guidelines. Haven't found anything like that in the Google Guidelines. Yes. i am not a friend of apple. But are forced to use its products from time to time.
  17. I have no problem with the comments way. It reminds me a bit about the TYPO3 Flow Framework for PHP.
  18. I would like better gizmos too. Maybe it could be added with the editor scripting capability i mentioned here: http://www.leadwerks.com/werkspace/topic/6174-visible-scripting-in-le3-editor/ That way for example we could also see directly the attack radius of the goblins right inside the editor for the example game.
  19. Looks nice. But i have still issues. Jumping works without any problem (i am not @home so i can´t try it on my normal PC where i tested it before) But the character is still running very slow so that i can not make the third jump. //Edit: since i am back from Droidcon i tested it on my desktop PC. It works exactly the same as on my Notebook. I wonder why it is working for some people correctly. It can´t be from the graphiccard. My Notebook uses an AMD card where my Desktop PC uses an NVIDIA. But i made an test and enabled the vertical synchronisation which immediately made the game playable. So there must be an issue with the Framerate i think.
  20. Had some strange behavior with physics too. But i thought i am just bad at physic and it is only my problem. And haven´t tried it again with the latest update.
  21. Maybe it is better to fetch user-input inside UpdateWorld then? For what is UpdatePhysics usable anyway? Will it be called independendly of the PC framerate?
  22. i am not sure but this is not working well for me. I can press Space as often as i want and it does not jump. Then sometimes but very rarely it jumps. He is moving soo slow that it can´t even jump over the first gap. When i move the window the game stops. But as soon as i release the window it runs so fast i nearly get teleported forward and i already hit shadmars highscore with this trick even when i was not even able to jump over the first gap. Maybe the run forward script is running even when everything else get paused? I know this is just a prototype so please don´t get it wrong please. Edit: just to be sure. My PC is not too slow. i have a Geforce GTX 680 and the animation and everything runs smooth as it should. The Character is just walking very slow.
  23. beo6

    [LUA] Sphere

    I am not sure how you come to this syntax. If you look at the documentation here: http://www.leadwerks...odelsphere-r347 the method has 2 parameters. Where the first are the sides of the sphere. If you want to scale it i think you need to call self.model:setScale(10,10,10)
  24. To be true i can´t understand how LE3 could be out of beta so quick. There are still many small bugs that just leave a bad taste and sometimes even require restarting the whole PC to be able to continue developing. If these would be fixed it would be an Editor that would be fun to use. I only hope they get fixed as soon as the GDC is over.
  25. Well. i looked at the Barbarian Model in DarknessAwaits and the Sword is actually its own Object attached to its right Hand. So i think this is already possible. Not sure how the model is exactly created though.
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