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RygtY

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Everything posted by RygtY

  1. Ok I've read this thread from top to bottom and Josh tell me if this is correct... You want Leadwerks to be the a very "bang for your buck" game engine and to the best of your knowledge decided that Substance integration doesn't have that much bang to it relative to other features, thus putting on the backburner.
  2. I have a good idea so far as to how one can implement a system of status effects. But in the special case of status effects that do healing over time or damage over time, I am somewhat stumped. Probably because the buff it isn't just modifying character stats, but actually performing the action of hurt or healing a character, which is something I can more easily understand if it was a player or NPC firing off such an event. If you can help me in anyway, please try to give me an answer in a language independent manner.
  3. RygtY

    Thinking

    I'm of the opinion that it is faster to prototype with LEGO blocks.
  4. Don't forget the physics. In addition to looking like water, things must float on top of it as well.
  5. Ok perhaps I should've elaborated some more. The Source Engine's Hammer editor allows map makers to create a cube of water. This allows for the map maker to create bodies of water ranging from oceans to rivers to swimming pools. Said swimming pools might be located at different heights as well. As far as I know Leadwerks can't do this yet.
  6. I know right now we have a universal water height variable. but what if I want to create a scene that has a dunk pool in it like the ones you would find in a carnival or fair? As far as I know there is no way to make this happen given what Leadwerks has at the moment.
  7. I really cannot read things in the list that you just typed. Could you please say it again? EDIT: Sorry, I've noticed that you are from France. If possible could you post the same concept but written in French, so that there is reference to translated from.
  8. Hi I want to ask something that I can't quite figure out on my own. How does a racing game keep track of who is 1st, 2nd, 3rd, and so on and so forth and update that information on the fly? Also this algorithm must work for any track of arbitrary topology.
  9. isn't the point of Leadwerks to provide a tool that has a high potential, but not necessarily high ease of use?
  10. Hmm, if you are going to do RPG I hope that you are going to implement a good example of a modifiers system. I've always wonder how games like Civilization V handle all those modifiers.
  11. Mr., If I may ask, how many people work at Leadwerks Software? It sometimes feels like you are the company and the company is you.
  12. Yeah, updates can be found there. Perhaps, I'm actually asking for some regularity in when such reports are posted. EDIT: Ok perhaps I'm actually asking for more detail in each report as well. EDIT2: OK I'm probably satisfied with something akin to this.
  13. Sorry if I am coming across as being rude, but I want to ask how come there seems to be a lack of a monthly progress report concerning upcoming features for the engine?
  14. I agree only having a universal water height is going hinder certain level designs. What if I want to create a map where there is a river that contains a waterfall and small pool at the bottom of the waterfall? The waterfall itself could just be particle effects, but I like for the river and pool to be defined as water areas where the player can swim and for physics objects to float.
  15. Ahh, sorry. Well it was an interesting read.
  16. A standard trait found in all known RTS games is the ability for the player to select a character or object. I understand that this engine has the Pick function which more or less performs the act of selecting an object, but I am not sure how one should draw a circle on the terrain on which the object resides to show that the object is selected. I booted up my copy of Warcraft III as well as some other RTS games that use a 3D engine and found that the circle conforms to the surface of the terrain. That means that the circle most likely a non-repeating texture that is only draw on the terrain when a unit is selected. I looked up the Textures section of the documentation, but I am still rather stumped. I would really appreciate it if someone could explain how one should go about implementing this feature.
  17. Thanks for clearing it up. I guess I'll have to go with an alternative way to perform zooming.
  18. I'm not sure if this is a bug but the SetMousePosition function that takes in three parameters, the x value, y value, and z value, does not properly set the z value of the mouse position. One can test this using this code snippet. self.window = Window:GetCurrent() self.window:SetMousePosition(50.0,50.0,10.0) System:Print(self.window:GetMousePosition():ToString()) The z value still remains 0.0
  19. Well when it was created it was also selected by default. But in that selection there was no frustum.
  20. Ok so I've decided to make my own project to practice on learning how to use the engine. In the sample project 'MyGame', the camera placed using the editor had wireframe showing the viewing frustum. But in my new project when I add a camera using the editor, the frustum is gone. How do I make the frustum reappear? EDIT: Huh I restarted the editor and the camera got its frustum back.
  21. So where should I attach such a script? Also how do I make a script that can reference the camera I've placed using the editor than in a script file? I need some help in reconciling the two possible ways to make a camera in the engine either by scripting it or using the editor.
  22. Hi I went through the Object script tutorials and I've gotten that crate model to rotate. I've also tested out the Pick example for the Camera class. Now my question how do I make a Camera object that I placed in the editor to do a "Pick" on the crate model then have that model rotate (and maybe even play a sound)?
  23. Yeah I'm comfortable with the idea of creating my own set of GUI element classes.
  24. Ok I think I might know how to eliminate the need for scrollpanes and dropdown menus in some cases. Also I'll admit most of my experience with GUIs come from Java and how it had classes for many different GUI elements. Buttons, radio buttons, checkboxes, textboxes, scrollpanes, etc. So as you can imagine I'm currently experiencing some distress as I've never worked on making a GUI without such convenience.
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