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Angelwolf

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Everything posted by Angelwolf

  1. If you're talking about Map03, the final gauntlet is designed to be run through, not necessarily fought through But you're right, I think some kind of melee option is needed
  2. Crashed on start - changed res to 1280x720 and disabled vsync and it all worked fine. Interesting, short little game. Lots of atmosphere. Lots of potential if you wanted to extend the game further in the future!
  3. You could also try releasing after hiding either immediately or after a few seconds. I've had some funky issues in the past when trying to release an entity but it's still performing actions, so my solution was to hide it then release after a few seconds - worked well in my projects. Just remember, you're hiding that item, not destroying it. Not much of an issue on a small scale but on a larger project you'll probably want to scrap the band-aid solution for a proper one.
  4. Okay, Map03 is finished, some bugs have been fixed, and the standalone has been re-uploaded. Link in original post. Enjoy! And here's a video featuring all maps if you're sitting on the fence:
  5. As far as I am aware, you're reading about selling assets for people to download and use in their own projects.
  6. I mostly learned Leadwerks by playing about with things. There a load of bundled scripts that come with it (eg, an fps player script, door scripts, trigger scripts etc). There are also shaders to give a nice visual effect and a few materials to get you sorted. After fiddling about with things, adding some brushes etc you'll get by just fine. There are also tutorial maps you can use to see how things work (they're added to each project automatically - just open the maps). Have a poke around with those and see how the different items interact. You'll also probably want to check out the Flowgraph Editor - a very, very useful (and dead simple) tool especially when starting out.
  7. Really hoping I can finish Map03 by the time the comp closes
  8. Definitely looks spooky. Nice and atmospheric from what I see in your shots
  9. Love the gibs and the gore Wish I knew how to do that! Very id-esque - great job!
  10. I managed to log in just fine and I can see my previous orders (checked, just to ensure it was working). Must be an issue at their end but I guess the only thing you could do is wait for their reply.
  11. I had this issue when exporting from Blender - it turned out to be export options IF I remember correctly. It was either that or the bones/armatures.
  12. Thank you! Map03 doesn't exist yet so it'll crash out when you finish Map02. I'm working on Map03 though (next upload also has a couple of bug fixes, such as health packs and ammo packs giving the correct quantities, they're rather generous right now due to some bad code). After that, hopefully more maps. I should really include some kind of melee weapon or very weak gun with unlimited ammo at some point.
  13. Looking good, I commented on a couple of your WIP vids you put on YouTube a few weeks ago - glad to see you're posting here too. Don't worry too much, my game also does not launch from the Leadwerks Game Launcher so I've had to upload Nightmare Prism as standalone too.
  14. Okay, so it turns out Leadwerks WAS already updated and my project IS up to date. What's causing this? Josh, are there many scripts I need to update for this? Could I just copy over the GUI file (panel.lua) from the Leadwerks Launcher install over to my project, into the respective directory? Update: Standalone is available for download here
  15. I started it only a week or so ago but I have automatic updates turned off. I'll try updating tonight, hopefully it won't give too much work for me to update. Then I'm hoping you can all play!
  16. For clarification, is this an issue with the launcher or my game? Ie, is this something I need to resolve or those using the launcher? Publishing the game standalone seems to work just fine.
  17. That's odd. Are other games working for you in the Game Launcher? Not sure why the launcher is bugging for you before it even tries to start the game
  18. Nightmare Prism An entry for the Halloween 2017 Game Jam Nightmare Prism is a shameless Quake clone. Since buying Leadwerks, I've wanted to make something in the style of the id Software titles of the 90's - a special time in gaming for me. Much like the id Software titles - Nightmare Prism has a very basic story. Data-Dyne Technologies (HQ is in an old castle with advanced laboratories beneath) have researched and, to a degree of success, managed to build their own teleportation systems. Teleportation is finally possible, but powered through a Crystal Prism. The downside? The Crystal Prism has some kind of demonic force attached to it: Not only does the Prism give the teleport pads the unique power they need to operate, but it also provides a gateway for vile, blood thirsty creatures to cross from their world into ours. All the scientists and researchers are dead, blah blah, you're the one marine left who can save the day! Have fun! Download is here: Standalone (Itch.io) Workshop (Not working correctly) Video: Pics:
  19. It's been amazing to see, so far, just how much everyone has come along with making their games for Leadwerks. Every time I see a new game that people are working on, I'm more and more impressed - most recently with the work of Jen and Burglekat. I think it's safe to say that the quality of games in the launcher are getting better as not only the engine develops, but as we - developers - also improve ourselves. I'm really looking forward to seeing what people release for this years' Halloween tournament. Great work everyone. Loving the community more and more every project!
  20. I've managed to get some kind of weird bug in my game. When the player finishes Map1 and moves onto Map2 via the MapChange trigger, the game loads up the next map just fine. However, as soon as the player fires his weapon, the game crashes out. I've tried using different weapons, using a spawn script for the fps player etc but this seems to happen every time. The odd thing is that if loading Map2 from the editor itself and doing a test run, it works flawlessly. It only seems to happen when changing from Map1 to any other map, so I can only assume it's an issue somewhere in that map. Any ideas at all? There's no debug or anything to say there's something wrong with the code, it just errors out with Game.exe has stopped working
  21. Thank you for your reply, I was still running into issues using the code you gave me, however you put me on the right path and I now have it working. Thank you so much! Script.ammoamount=6 --int "Ammo Amount" function Script:Collision(entity, position, normal, speed) if entity.script~= nil and entity.script.player ~= nil then --Check if colliding entity is the player if entity.script.weapons[1].ammo< entity.script.weapons[1].maxammo then entity.script.weapons[1].ammo= entity.script.weapons[1].ammo + self.ammoamount self.entity:Release() end end end function Script:Use(player) if player.weapons[1].ammo<player.weapons[1].maxammo then player.weapons[1].ammo= player.weapons[1].ammo + self.ammoamount self.entity:Release() end end
  22. I'm trying to make a simple script whereby the player can collect ammo for his weapon. function Script:Use(player) if player.weapons[1].ammo<player.weapons[1].maxammo then player.weapons[1].ammo= player.weapons[1].ammo + self.ammoamount end end This works but the player must look at the item and 'use' it for it to activate. When I try to turn this into a collision script, it doesn't work. Can anyone help me adjust this so that it will give the player ammo on collision? This was hacked up, edited and simplified from Haydenmango's old script from 2014. My weapon script has a variable of maxammo. It works on 'use' but for the life of me, I cannot translate it to collision.
  23. I found the solution to this. It was crashing because there is no default check in the SoldierAI script to ensure that there is a sound attached for when the model fires. Adding a sound or commenting the line that calls the sound prevents this error.
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