Free
This is a collection of utility functions I have wrote and or accumulated over the past year or so..
A great collection to get you started!
How to use:
** Place the LUA file into the Source directory of your project.
** At the top of your main.lua entry file add this line of code:
** require("UltraUtilities")
** Then, any where in your code or components code - you can call any of the functions.
** Example usage:
** Local Sun = GetSunEntity()
** Sun:SetColor(255,0,255,255)
Version 1.0 includes:
function GetSunEntity() -- Get the directional light ( sun ) from the map file
function GetTerrainEntity() -- get the terrain handle from the map file
function RandomFloat(lower, greater) -- pseudo random float
function CubicInterpolate(x0, x1, x2, x3, mu) -- cubic interpolation
function Mysplit(inputstr, sep) -- split a string into chunks based off a separator - returns a table with the chunks in it
function Note(str) -- easier Notify() command, takes numbers and strings and is shorter to type
function HasTag(ent, tag) -- checks if a tag is available for an actor
function HasPartialTag(ent, ptag) -- returns everything AFTER ':' part of the tag
function YnFileExists(filename) -- check if a file exists
function IsMouseOverPosition(x1, x2, y1, y2) -- mouse over a position -- good for gui's
function MyRandom(min, max, float) -- Generate a random number with options ( float of int)
function Secure_Seed() -- uses hardware ID's to generate a TRUELY random number in lua
function CopyToClipboard(text) -- copy a string to the clipboard
function LerpToZero(value, factor) -- slowly move a number to zero
function DampToZero(value, smoothing, delta) -- slowly move a number to zero based off millisecs()
Stary tuned more to come !
$5.99
Please note: This product requires Leadwerks 5.0 and operates under the LUA install.
Ultra Footsteps SFX System - is a component asset for the 3D gaming engine Leadwerks 5.
This asset will allow you to easily manage footsteps of your player model on different surfaces in your gaming world. What was once a tedious process can now be achieved in less than 60 seconds!. With UFSS you can achieve AAA game quality footstep management in your own game. Just drag and drop the component onto your player controller and your off !
All the 'behind the scenes' work is handled by the component allowing you to concentrate on game development and not worry with this mundane process.
The component allows you to easily configure unlimited amount of surfaces for footstep detection. You can assign a different sound for each and every surface you wish.
UFSS allows you to configure sounds for these surfaces -
** Native brushes created in the editor.
** Terrain layers, any number of layers can have their own footstep sound.
** Imported geometry mesh - bring in any model and configure a footstep sound for it.
The system handles blending of footsteps, fading in and out of footsteps and auto-cycling through each terrain layer for priority surfaces.
As matter of fact you don't have to do nothing but drop it on your player controller and tell it what sounds you want to go with what materials..
DEMO DOWNLOAD - regarding the demo download. You may change the res.txt text file inside the zip - to change the resolution of the screen.
Purchase the Component on Itch.io https://alienheaddevelopment.itch.io/ultra-footsteps-sfx-system
If you require any support with this asset - I may use my support site at https://alienheaddevelopment.zya.me/?i=2
More INFO about the Component on Itch.io https://alienheaddevelopment.itch.io/ultra-footsteps-sfx-system
$24.99
UPDATE! This asset now includes over 200 professionally developed prefabs to get you started!
Ultra Prefab Painter / Dropper (abbreviated UPP) is a plugin component for the Leadwerks 5 gaming engine. The current build works under the LUA framework although if your using C++ and just wish to build maps without the runtime interaction component then your build will work also.
UUP allows the designer to build biomes made up prefab meshes, then physically paint them across the entire map. By using physics, the plugin is able to achieve some incredibly realistic results in a fraction of the time it would had took to hand lay each and every object.
For example:
This scene probably would had taken a designer about an entire day to create but with UPP this scene was created in about 20 seconds. Wow that's a big difference!
Before I start digging into the nuts and bolts of the asset - let's first take a look some results you can expect from the tool.
Cool ! That raccoon is in hog heaven with all those trash bags to sift through.
The power behind UPP belongs to the biome tool. This tool lets you configure your own array of mesh objects to be used by the dropper. Let's take a look at the biome configurator.
Here I have placed 15 rusty junkyard parts into a biome template. This biome can be saved and even placed as a short cut on main 3d view window. This way you can build up an unlimited amount of biomes and carry them from project to project without ever having to rebuild your collections .
UPP does a lot more than than just drop prefab meshes onto a map, it allows you to configure and setup your entire game's interactions. Here's a quick look at the interaction setup panel:
If your using the LUA install of Leadwerks 5 then you can tell the engine how you wish for your dropped objects to behave within your game. This small video will demonstrate just that:
If your install is C++ then you may still use UPP to build your maps , you just won't be able to use the runtime interactions plugin.
How It Works:
Once you create a map you are happy with you can then import your layout into the Leadwerks 5.0 map designing editor. Once you save the map in the editor - your objects will show up in the editor just as if you had painstakingly hand placed them yourself!
You can achieve very professional looking map details with little effort, not to mention it's quite fun playing with the dropper as you build your maps.
Here is an instructional video that goes over some of the key points of Ultra Prefab Dropper.
Instructional Video :
After using UPP just one time you will quickly realize what you have been missing, this tool will become a normal part of your map designing arsenal in just one use!
Don't take my word for it, try the demo out and see what you think.
Support Site: https://alienheaddevelopment.zya.me/
Free
Console Pad is runtime module that allows you to send messages to the screen from anywhere within your code. I created this module for debugging variables while in runtime but over the years I have enhanced it to handle almost any text task you may need. NPC conversation, game system information and general text. You can even talk back to it! Enter commands and configure your own /commands.
Usage:
log("This is a message")
log("Variable cat = "..self.cat, red, green, blue)
log("Map loaded: "..mapname, r, g, b, a, addtime )
I include this module into every project I work on and have grown dependent upon it for long term game development.
You can find install and usage information on my support site.
https://alienheaddevelopment.zya.me/viewtopic.php?t=6
Free
By Josh,
This uses the Quake light animation presets to add some interesting color modulation to any entity.
The following presets are available:
Normal
Flicker
Slow Strong Pulse
Candle 1
Fast Strobe
Gentle Pulse 1
Flicker 2
Candle 2
Candle 3
Slow Strobe
Flourescent Flicker
Slow Pulse
Todo:
The candle presents don't look right to me, but I'm not sure what they are supposed to look like. I remember them as being a gentle flicker.
There is no interpolation between the nearest two values, it just grabs one single value, so it's not very smooth. I guess this is appropriate for the strobe effects, but not for others.
Free
Component to move an entity to WayPoints:
Move Speed - how much velocity entity will have while moving
doDeleteAfterMovement - auto remove entity when it's reach final waypoint. Can be used for door, that goes into walls or floor
Input "DoMove" - make entity move to next point
Output "EndMove" - happens when entity stops after reaching final way point or if this way poiont has enabled doStayOnPoint
Free
Component-controller for top down camera
Apply this component to Camera entity
WASD and mouse near window border moves camera horizontally
QE - to rotate camera
Mouse scroll to lower/raise
Put it in Components\Player folder
Free
Simple component which can be used to naviage bots or objects
nextPoint - null if it's a final onem otherwise add another entity with this component to make a chain
doStayOnPoint - can be checked by object that uses WayPoints to find out if it should stay after reaching this point and wait a command before moving to next one
Put in Components\Logic folder