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  1. Are you using: entity:Release() to clear the entity after death?
  2. We're still having issues with version 4.6 and 4.7 beta in regards to Navmesh generating. On a fresh install, with a fresh map.... using all default settings... creating a simple room has the Navmesh about 64 decimals from a wall. Or two tiles of 32ea (grid view default). Which works out great for doorway spacing with the default scale size. However, when changing the map size to 4096x4096 to create a bigger game (creating terrain), generating Navmesh puts the spacing at 544 instead of 64 away from a wall, or 17 tiles of 32ea (grid view default). Now most rooms don't get a
  3. 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
  4. 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


      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


      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


      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.  


  5. 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
  6. 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
  7. 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
  8. 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
  9. 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.
  10. 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?
  11. 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
  12. 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
  13. 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?
  14. 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
  15. 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
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