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bandrewk

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Everything posted by bandrewk

  1. bandrewk

    Remaining Days

    Thanks for your replies guys! The progress page lists our progress towards the prototype, I will update the website to make that more clear. So it means that our prototype is currently 40% done, not the full game. Sorry for the confusion. @YouGroove: The style will be a mix of your proposals. @Thristy Panther: Thank you, the finals went really well I honestly never played Rust but I can elaborate a little more on our vision of Remaining Days. It's basically making use of a tower-defense stylish wave system combined with the day and night cycle. During the daytime phase you could, for example, build a base in an abandoned building using barricades, traps and turrets. But you also have to search for ammunition as it's a valuable resource that is not infinitely available. And the last thing you should care about during the day is your health, you must occasionally find groceries to survive. After the daytime-phase the fun begins, you and your team will be tested against several waves of zombies / enemies including boss fights (think of the tank from Left 4 Dead, but with many other bosses). And it's your goal to survive as many cycles as possible, there will be rewards and stuff that is being unlocked based on the number of cycles you survive. Another thing that separates Remaining Days is that it is a causal game, you have no responsibilities or whatsoever. Each time you start the game and join a server you'll be starting from scratch (like Team Fortress 2 or Counter Strike).
  2. Today I’m giving you a short insight into our upcoming game called “Remaining Days”. Remaining Days is a first person multiplayer survival shooter. It relays heavily on a day and night cycle and it’s your goal to survive as many cycles as possible! During night phases you and your fellows fight against hordes of zombies, including occasional boss fights. After sunrise you’ll restock your ammunition, build barricades, traps, find new weapons and groceries to survive! Our goal is to develop a functional prototype and to start a successful Crowdfunding campaign in about three months. We are currently a team of three, each of us being located in Germany: Julian: Concept Artist Alex: Level Designer Bryan: Project Lead / Programmer We’ve been working on this for the past few months now and are ambitious to start the Crowdfunding soon. In the upcoming weeks we will introduce our game characters to you, so stay tuned! In the meantime make sure to check out our website, we have a nice overview of our progress and a blog there: http://www.remainingdays.net/ http://www.remainingdays.net/progress/ We are also available on social media channels such as Twitter and Facebook: https://twitter.com/remdays https://www.facebook.com/remainingdays
  3. Hello, example code to raise this exception: #include "App.h" using namespace Leadwerks; Entity* entity = NULL; void UpdateWorldHook(Leadwerks::Entity* entity); void PostRenderHook(Leadwerks::Entity* entity); void UpdatePhysicsHook(Leadwerks::Entity* entity); void CollisionHook(Leadwerks::Entity* entity0, Leadwerks::Entity* entity1, float* position, float* normal, float speed); App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) { } App::~App() { // Clear any set user data entity->SetUserData(NULL); // Remove hooks entity->RemoveHook(Entity::UpdateWorldHook, &UpdateWorldHook); entity->RemoveHook(Entity::UpdatePhysicsHook, &UpdatePhysicsHook); entity->RemoveHook(Entity::PostRenderHook, &PostRenderHook); entity->RemoveHook(Entity::CollisionHook, &CollisionHook); entity->Release(); entity = NULL; delete world; delete window; } Vec3 camerarotation; #if defined (PLATFORM_WINDOWS) || defined (PLATFORM_MACOS) bool freelookmode=true; #else bool freelookmode=false; #endif bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("tst"); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); entity = Pivot::Create(); entity->SetUserData(this); // Register hooks entity->AddHook(Entity::UpdateWorldHook, &UpdateWorldHook); entity->AddHook(Entity::UpdatePhysicsHook, &UpdatePhysicsHook); entity->AddHook(Entity::PostRenderHook, &PostRenderHook); entity->AddHook(Entity::CollisionHook, &CollisionHook); return true; } bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.05; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.05; camera->Move(strafe,0,move); //Get the mouse movement float sx = context->GetWidth()/2; float sy = context->GetHeight()/2; Vec3 mouseposition = window->GetMousePosition(); float dx = mouseposition.x - sx; float dy = mouseposition.y - sy; //Adjust and set the camera rotation camerarotation.x += dy / 10.0; camerarotation.y += dx / 10.0; camera->SetRotation(camerarotation); //Move the mouse to the center of the screen window->SetMousePosition(sx,sy); } Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(false); return true; } void UpdateWorldHook(Leadwerks::Entity* entity) { } void PostRenderHook(Leadwerks::Entity* entity) { } void UpdatePhysicsHook(Leadwerks::Entity* entity) { } void CollisionHook(Leadwerks::Entity* entity0, Leadwerks::Entity* entity1, float* position, float* normal, float speed) { } Comment out the Object::RemoveHook calls to prevent this from happening.
  4. Generate a material via code and then use Material::SetTexture() to animate it.
  5. Hello, batch generation of shapes (poly / convex) would be a nice addition to the existing batch tools. Thank you!
  6. It does not work with Leadwerks and the developer has currently no interest in porting it to Leadwerks, I already talked to him a while ago.
  7. Apparently steam version users and standalone version users can not work together on a project where steam workshop assets are used. You will encounter a lot of "unment dependecy" errors.
  8. Something new on this? My level designer is coming from source sdk and is screaming for a clipping tool.
  9. Sorry, to clarify, I am rotating the directional light.
  10. Hello, a directional light is shining through terrain from below. How can I disable this? Thank you
  11. I am receiving this quite often when trying to open a project.
  12. Hello, it would be nice to have support for importing .tif image files. Thank you.
  13. Not if using Asset::Unmanaged flag, as Admin mentioned.
  14. Why can't you use Material::SetShader() / GetShader() and all the methods of the shader class?
  15. The trajectory prediction is just math, you can port that to every calculator. He is drawing the "beam" using a LineRenderer in Unity, you can do something similar with lines in OpenGL.
  16. That's not the point. I am capable of fixing this. I posted this as a bug report to let the developer know that there might be an issue with the filesystem watcher, as it does not really make sense to watch the projects folder anyway. However, it got moved to this section without any notice.
  17. It's telling you that it can't find the method hTilde_0(int,int) inside your .cpp; are you sure its there?
  18. Hello, during compilation in release mode Leadwerks opens a window with this message: --------------------------- Leadwerks Editor --------------------------- Failed to convert C:/DATA/Projects/xx/Projects/Windows/Release/xx.tlog/unsuccessfulbuild --------------------------- OK --------------------------- Due to that it also stops Visual Studio from compiling: Error 4 error MSB3061: Unable to delete file "Release\xx.tlog\unsuccessfulbuild". The process cannot access the file 'C:\DATA\Projects\xx\Projects\Windows\Release\xx.tlog\unsuccessfulbuild' because it is being used by another process. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppBuild.targets 314 5 xx Thank you.
  19. The simplest solution is to just make the map file format open source like in valves hammer editor. That way we could build our own tools. https://developer.valvesoftware.com/wiki/Valve_Map_Format
  20. I'd like to see documentation on the collision types. I just noticed that there is a new type called "Projectile", where does that come from? What is the behavior of each type? I know what some of them do as I figured it out, but I don't know why and if it's even supposed to do that. Please give us more information.
  21. It's a bad workflow to close the map that you are currently editing to edit a prefab and then open that map again. An extra editor window for editing and viewing is definitely the way to go for this.
  22. This seems to be magically fixed now. Was there a hidden update?
  23. Hello, right-click on a prefab inside the asset browser and select "edit", nothing will happen. Thank you.
  24. I am not allowed to publicize the concerned files.
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