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Paul Thomas

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Everything posted by Paul Thomas

  1. You're welcome man. I'm glad I was able to help.
  2. I am interested in trying this with my DK2. Anyone tried with the latest build and Oculus version/drivers/etc? Thanks
  3. I voted on an RTS because it can give everyone plenty of features and would consume less time than a full RPG. I would have said vehicles because they don't exist yet, but I was thinking that a game template for vehicles wouldn't be as important as documentation and an example vehicle for a newly releasing feature. Learn the vehicle instead of the template or the game. My second vote would be RPG if you have the time and resources.
  4. Everyone have a shot or beer for my birthday for me! If you can't afford one PM me, lol

  5. @Josh: Indie not showing as sale, only DLC. Do I need both Indie and Standard for C/LUA? Thanks.

    1. JMK


      Indie is Lua, Standard adds C++.

    2. DatSexyGrid


      Totally worth getting standard now when it's on sale:)

    3. Skrakle


      Definitely worth upgrading!

  6. Happy Thanksgiving to those who celebrate it

  7. Thanks Pixel Yeah, I guess it keeps things interesting, lol.
  8. I figured I would finally write up an update. The plan was to juggle between my main project, which has been in development for three years now, and this Leadwerks project I had started. The idea was simply for the fun and experimentation of game development and programming. Which is great, was going great, as Leadwerks automatically gives that overall creative freedom; designing/programming everything from the ground up if you so desire. That is after all one of the reasons we all love LE. A couple weeks or so after my last blog here at LE my main project hit a milestone that put us into closed beta stage. A very exciting time, especially for a large project you've been working on for years, and the first time you gather valuable input from people that are new to the game as our view of it all starts to get stale. Their input leads to additional tasks which gain utmost importance, especially things accidentally overlooked, which are usually user friendly aspects of the game (easily accidentally overlooked by developers). This all would be the first curve of the curve ball for the LE project. I was then introduced to another curve of the curve ball; Hurricane Sandy. My area didn't get hit as bad as other area's, but we indeed had taken a beating with 60 to 80 miles per hour winds. The situation is escalated when, like myself, you're surrounded by tree's, or like me your house is right next to a forest. Perfect ammunition for a hurricane with a dose of some bad luck. Needless to say that curve ball had some interesting twists. Beyond damages caused I ran into other interesting circumstances such as flat tires most likely caused by driving over debris when heading out for building materials. Among it all I also lost my only PC which I use for game development, but at least I thankfully have my work on several backup mediums. My situations don't even come close in comparison to the people in New York and New Jersey, who got the real raw end of the deal, so I have no need to complain, and I haven't. I don't know how to end this blog. I, of course, plan to get my PC back into working order, but home repairs and bills come first. Once I have everything back in order I will continue where I left off. My main project comes first though and already had a list of tasks before which have only increased as expected. I'm definitely extremely anxious to get back to it all. I'm also tired of using my droid razor for everything. Thanks for reading and a huge thanks to my friends for all of their help.
  9. Great work as always, Ken. Don't worry about long blogs man, I enjoy reading them, and I'm sure others do as well. It's actually one of a handful of reasons I keep an eye out on the blogs page. I personally also keep a clear separation of definition between path-finding and AI. I guess it's just personal taste. Just as I don't consider the actual movement of an object as part of path-finding or AI, leaving AI simply to the definition of behavior and decisions; which also work together. All-in-all you have the results you were looking for, which look flawless, and done at a quick pace. Kudos, man. I look forward to more game-play mechanics you create and the blogs to follow, including long one's (or "blooks" lol).
  10. I highly recommend Macklebee and Marley's Ghost for closed beta invite. I believe everyone, especially the veterans here, would agree and know exactly why they deserve the invite. Congratulations on moving to closed beta milestone, Josh. EDIT: Throw Pixel Perfect into that list too.
  11. Great work and progress, Ken. Those thoughts are the same we all have to battle, just keep moving forward bud.
  12. I'm in the same boat as Naughty Alien. Purchasing to support Josh but I have no actual use for LE3D at the moment.
  13. Great, I look forward to the overview.
  14. Thanks Pixel. I'm trying to have some time to work more on it tonight. I'm slacking behind but it was expected. I want to work more with Lua, expose more of the framework to Lua (anything that is useful) and continue doing what we're doing. Mack is basically building a framework out of Lua (using "engine.lua" [now configured in engine.ini]) while I'm hardcoding specific mechanics. We'll eventually see how well it meshes with Lua but it should be good. The "actors" idea is actually adopted from PhysX and it's just so it's easier to deal with objects in your scenes. Once you have easy access to any object in the scene you can begin flexibility and game-play mechanics. Overall it's just a helper though or a type of caching. I would be interested in learning the structure of your engine, Pixel. If you didn't mind sharing. Would be great to see a blog on it.
  15. lolol Well, I haven't had beer in a long time, I wouldn't mind having some myself. I don't mind sharing lol. Definitely is a great boost, both of them are what they would say "jack of all trades," they would also say "master of none" but I would say "master of some." A lot of skill from those two. Though, I think MG just gets lucky
  16. Over a GUI scheme, the GUI scheme will reflect the logo color scheme, or the logo is simply on a black screen?
  17. Balance your distance culling and you'll be fine. One of the major benefits of modular meshes is sadly lost in LE and that's scaling. Culling is your friend, clever culling makes it undetectable by the player, and have fun. Your project looks fun, let me know if you ever need help with something.
  18. I just finished uploading the framework so that some friends can help out with the content and scene. I already have the overall theme and game put together, I just have to make them, and in this case get help with converting models, creating materials, and so forth. The framework is going extremely well. I've been working on it more than I should be to be honest but I did spend most of the day on the important matters. Plus it's Sunday for crying out loud. Anyways, I've changed several things about the framework. Here is a brief overview: Configuration is now available in the engine. This provided the gateway to the rest of the features I had plan for the framework, such as key/mouse binds, and generic configuration information for both the "engine" and "game." The key/mouse bind configuration file looks similar to: forward=w backward=s left=a right=d jump=space leap=lshift+space crouch=c | toggle fire=leftmouse aim=rightmouse grenade_toss=middlemouse | release grenade_cook=middlemouse debugphysics=f6 | toggle use=e It's fairly straight forward but the configuration file can contain basic instructions, such as "release" and "toggle." The configuration class itself provides the rest of the support. Examine the following, which is now accessible to Lua: if input:hit("leftmouse") == 1 then -- fire logic end if input:hit(input.get("use")) == 1 then -- use logic end if input:toggle("crouch") == 1 then -- do crouch end The engine configuration is managed with: config.get("resx") The game configuration is managed with: game.get("difficulty") One last feature I've added is a way to change between behaviors. These behaviors are strictly Lua, a hybrid, and strictly C/C++/C#/BlitzMax. If you provide the file "engine.lua" into the root of the project, the framework will only execute that LUA file after creating the graphics context and managers (config, input, game, etc.). The "hybrid" is a mix of the two. The framework calls upon specific Lua files at specific times. They could be looked at like "hooks." The Lua files are located at: "/scripts/dice" Examples are "update.lua" and "flip.lua." The framework also now handles scenes. It allows Leadwerks to process the scenes at the moment but then each entity in the scene to turn into an actor by the framework. This way you can get any actor: local actor = engine:getactor("myEditorAddedActorName") actor:translate(vec3(0,0,0)) actor:setkey("health", 20) Actors have their own Lua files and due to the structure described above we should be able to swap Lua files on the fly. The plan I will be attempting is similar to the following: local actor = engine:getactor("myactor") actor:setscript("newscript.lua") actor:runscript() I assume it will work, but who knows. Since per entity/actor scripts work the flexibility with the framework is fairly polished. I'm starting on default controller mechanics, soon to get into third person characters, and so on. Once my buddies can help me out I'll have more to test mechanics. Everyone should also check out Scarlet Thread Studios work, it looks to me like an RTS/TPS style framework, similar to Diablo series. Slight modifications can turn that into an RTS, FPS/RTS, and so on. Same with Pixel Perfect's engine Neutrino, which utilizes EKI One, and is turning out fantastic. I've bugged him to lease it but he isn't budging. Sorry everyone, lol. Just playing, Pixel. MG, always awesome work. Thanks for joining up to help with the content. Macklebee, hoping you'll come aboard and help me out with Lua. I'm really not in the mood to fully learn Lua at the moment. I plan to stick with hard-coded mechanics, lol. Read the above, it explains how to force the framework to let Lua control the main loop. Figured that would be your expertise. Awesome hangout session. I never planned to make it, thought it was out of my schedule, so it was kind of unexpected, lol. I had to register with Google+ and everything. It was fun, meant to talk about more, and to everyone else instead of just Josh, but I had to go AFK; turned out to be too long. I hope I'm invited to the next hangout but I don't have a camera. Thanks for reading.
  19. Excellent, thank you for your donation. I was using Leadwerks before UDK had released. On rainy days or one of those days you want to break routine I work a bit on LE from time to time. For your bones issue, all there is left to do is import them into an application of some type, like Blender. You can evaluate the bones there. Other than that I'm not sure what your real motive is beyond bones and the reason of your original question.
  20. Weapons are skeletal meshes (skinned meshes/animated meshes/whatever) in UDK because they are animated and you use sockets to attach the weapon to other actors and to attach actors to weapons. Sockets are basically entities parented to a bone that can share the bones local translation/rotation or a global translation/rotation (plus an offset value if desired). We have provided a tutorial on weapons in UE3 but you may find the video modeling and animation tutorials useful: www.magicstonestudios.com/tutorials You should name your bones once and keep the same rig going so that it's consistent for multiple projects. This way a pistol will fit in in two separate meshes (as long as they too share consistent bone names), otherwise do as you please, it depends on your project and how many weapons you plan to have in your game. Hopefully that helps. I'm sure others can provide advice from an artists perspective.
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