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Defranco

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About Defranco

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    Canada & China
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    Business & coding new games.

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  1. After finishing up our coding marathon and doing over 4500 lines of code last night, we finally finished the Stats & Skills allocation. 2 standalone scripts. One controls the stats. One controls the visual screen. Our stats script is 24,967 lines. Our screen script (that shows everything) is 16,643 lines. Total time was about 350 hours of work to complete just these 2 scripts. It's ready to be inserted into our pre-alpha release. A fully functioning stats and skills system. Players get to level skills by using ability (exactly like skyrim with 'skill exp') and by als
  2. Just finished a coding marathon, got done another 4500 lines of code.  This script is almost done!!

    1. Show previous comments  6 more
    2. martyj

      martyj

      Apparently using the @ sign with a persons name makes it so you can't type a comment.

      @D have you used Visual Studio Code? I think a few Leadwerks users are using it for their Lua changes. I assume by writing it out side of LE you aren't a fan of the editor?

      What kind of game are you making?

    3. Defranco

      Defranco

      Hey Martyj,

      We are a small team, so we often have a hand full of people working on different elements.  So while the LE editor is amazing, it doesn't work when you have too many hands in the pot.  As when more than 1 person is accessing the same file at the same time saving becomes useless.   So we each write updates in its own text editor, they get put on the cloud, then 1 person takes all them and puts them in the main LE editor file.

      I've never personally used Visual Studio Code.  

      It's a dungeon crawler rpg.  Underworld/ARX Fatalis (inspired) style with complete updated and expanded elements and new features.  Coding it for 2 player co-op as well.

    4. Defranco

      Defranco

      Basically the code we just finished primarily does the stats.

      How the stats systems work is 2-way.  
      First - exactly how Skyrim works, players get sub-skills like sword, axe, sneak, healing magic, etc etc that is EXP-style based.  at 5 levels per player level.  so if the player is level 10, the maximum level-type of that sub-skill is 50.  Doing things in-game gives exp to those skills, and it causes it to level up.  So hitting a NPC, monster or test-dummy with a 1 handed swords grants 1 handed sword exp... etc
      Second - players get X amount of bonus skill points per level up.  So they can put those points as a bonus into any primary skill.  For example:  they can put 1 skill point into 1 handed skill and it'll grant 2 bonus points to all 1 handed sub skills (sword, axe, dagger, etc).
      So players total skill = bonus skill + regular level skill. 

      If the player puts 10 Skill points into 1-handed weapons, that provides 20 points to each of the sub-skills in that category.  Take 1 handed sword for example.  At level 10, maximum level up is 50 to 1 handed sword, lets say the player leveled it up and maxed it out.  50/50 in 1 handed sword, AND put 10 points into 1-handed weapons, that means it would be 50/50 + 20.   so the players actual skill level with a 1 handed sword would be 70.

      On top of that, there is potions/food effects, magic spells (or debuffs), equipment, and stuff that can also affect each skill, so the math adds up.

      If you are wearing equipment that gives a 15 total to one handed swords, then it would be 50 + 20 + 15 = 85 following the example above.  

       

  3. Hey Gamecreator, Did you ever resolve this? We're going through the same issue after updating our project file from 4.4 to 4.6 beta. Our map size is 4096 and has the exact issue you describe with Navmesh generation
  4. It would be self.Pivote:GetPosition() for position and (self.Pivote:GetRotation().x.0) (example) for rotations there is also GetAngle() in the documentation but I've never used this one
  5. Been working on a couple projects lately, This is from one of our older RPG's. Credits to Rick on coaching us for inventory (over a year ago), and Jorn for always answering our questions as well and his tutorials, especially on youtube, and Josh as well, and many others around the forums and private chat. -- Inventory System, 90% functioning. Diablo2-style (items can be moved, created--pickedup--, released--dropped--) - just need to work on stacking, and overlap issues. -- Fully Functioning HUD including working scripts for, just took off some image overlay temporary
  6. Yes, using the FPS character controller included in Leadwerks, then took codes out of the third person player controller in the workshop, combined them then coded a bunch of new lines and changed a few things so they could work together (using a toggle), then coded the rest of what you see in the video
  7. Crouching can be done, Crouching + jumping into pipes/windows/vents can be done. Crouching under things like trucks can be done. Crouching up stairs with bypassing the 8cm height step limit can be done. You have to code around the hardcode and overwrite it by being creative, this is a test we made in about 6 hours of coding. We used glass/mirrors and made it appear to have altered the hardcode with lua coding. In reality, its just a work around.
  8. We did a project 'update' in the Project Manager to update the game files to 4.6 updated, Now Navmesh doesn't seem to work, we're using the same settings to generate Navmesh, (left side is 4.4) (right side is 4.6) No matter what we try the navmesh won't go closer to the walls like before. Looking back at previous posts on the forums, it's indicated that navmesh is based on character controller radius, which isn't editable. Was the values changed in one of the updates?
  9. I 3rd the invisible ramp idea. It's also good for navmesh (AI movement). Stairs, bridges, narrow walk areas, bumps. Invisible ramps are your friend to make everything smooth, especial AI who get stuck on stuff easily without invisible ramps. You can use something like this for jump, and I'm sure you can lower the values to make a 'sway motion' while walking. -- Goes at top Script.jumpoffset=Vec3(0) -- Put in your jumpscript after keyhit space o self.jumpoffset = Vec3(math.random(-1,1),math.random(-1,1),0):Normalize()*30
  10. I'd thought I would share a basic level system for anyone new (or checking forums search function) could use as a base point to get started. At the top --------- Level System --------- --below is the player level Script.playerLevel = nil --below is the players maximum level, I use 99 for this game Script.playerMaximumLevel = 99 --below is the players starting level Script.playerStartingLevel = 1 --------- Experience System --------- --below is the players current experience points Script.playerExperiencePoints = nil --below is the players current maximum experience points Script.playe
  11. I think its working. I moved just the sound file for the torch and put it under self.sound={} (which is in function start) And it works under it, odd. I didn't think it had to be part of the table Edit: I had originally had tried it both in the Function UpdatePhysics as well as at the top of the Function Start (above self.sound={}) moving it a few lines down seems to be working. I'm not sure I understand the logic..... Is it because the table starts with self.sound and the line calling the sound file was called self.sound.FLsound?
  12. Seems like it cant get past the "if self.FLsource:GetState()== Source.Playing then" that shows up after the Else When I pres F the 2nd time -- it hides the torch It prints: System:Print("Hide Light Works") and System:Print("Check 1 This works too") Thats as far as it goes. When I do System:Print(self.FLsource:GetState()) It returns 1 before the else statement and returns 0 after the else statement
  13. if window:KeyHit(Key.F) then self.FLsource = Source:Create() self.FLsource:SetSound(self.sound.FLsound) self.FLsource:SetVolume(0.2) self.FLsource:SetLoopMode(true) if self.torch1:Hidden() then self.torch1:Show() --check if source exists if self.FLsource ~= nil then --if it's not playing, play it if self.FLsource:GetState() == Source.Stopped then self.FLsource:Play() if self.FLsource:GetState() == Source.Playing then System:Print("Sound Is On") end System:Print("Sound Is Still On") end end else se
  14. The first sound line (not using source) is a on-button sound effect self.sound.torch1:Play() its about a 1 second sound effect Whereas the one i'm trying to use in the source is a loop effect that keeps playing until the action is turned off I was playing around with if self.FLsource:GetState() == Source.Playing then self.FLsource:Stop() But it has no effect and won't stop. I've even put in system:prints right in there to test, and the first prints go off, but the sound keeps on playing and the second system print doesn't register. Basically I have, if
  15. **should have put this in programming I am having a bit of difficulty getting a sound file to stop playing. I've converted the sound wav file to a source, set the source to loop, set volume, and I can get it to play on-key press no problem But I can't get it stop on keypress again. This is just 1 variation of the method I've tried. I've tried moving around so everything is in its own script, I've tried parts of it in updateworld, tried it in update physics, I just can't get it to stop. --Toggle the torch on and off self.sound.FLsound = Sound:Load("Sound/Torch/Torch2.wa
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