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tipforeveryone

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Posts posted by tipforeveryone

  1. Because of hard-coded character physics cylinder, your character model should be shorter than 1.7m and 60 cm in diameter. when your character is bigger than that, his limbs or head maybe go through object like walls and ceiling etc.

    Hope character physics capsule with adjustable size will be there in LE5 (I mean Turbo)

    • Sad 1
  2. After 2 years learning and using leadwerks, I decided to refresh with C++. But I still feel unclear about the role of C++ and need to be explained (even I watched Agro's video about Lua and C++)

    When I build my game in VS2017 and run it for testing, it does exact the same as running game from Editor with pure Lua script (F6) or running from published .exe.
    I don't comprehen the way C++ cooperate with Lua. I want to know more detail about the relationship between Lua and C++. If I write a C++ file and how does that file run in my game.

    I am newbie to C++ and there are no many up to date tutorial out there.

    Thanks :D

  3. The best way to change map which I learnt is change the value of changemapname variable (it is a global one) in the main.lua instead of using Map:Load() in any script.

    This prevents game to crash in most cases. I got this problem before when I use Map:Load() in Script:UpdateWorld() or Script:UpdatePhysics(), loading map like this will cause errors like "assert error" or some entites not found (nil) even they are in code.

    Hope this help :)

    • Like 1
  4. Today I feel good to start learning new thing in Leadwerks, that is C++ with long time bought Professional DLC (I did this before but not successful)

    I remember that now Leadwerks 4.4 support VS2017 then I do some simple steps

    1. Create a Blank Project in Leadwerks Editor
    2. Open Projects/Windows/TestBlankProject.sln by VS2017
    3. Goto Build > Build Solution F7

    then I get this

    image.thumb.png.8e887c6d90efe2a288cd3c0c43fb81f9.png

    This is what I found https://docs.microsoft.com/en-us/cpp/error-messages/tool-errors/linker-tools-error-lnk2019?f1

    But I don't understand anything on that page to find the solution (what a long content)

    I just want to start with a simple "Hello world" test for my new thing, but It seems not to be smooth as I expected.. Please help :)

  5. Most of my Scripts are attached to Pivots. Sometime I get lost among a bunch of pivots in scene. I try to assign material (maybe a Gun to define that Pivot being Weapon spawn) but no use.
    I know I can attach script to sprite then assign material instead, but I must put code to hide every scripted sprites.
    This should be greate if user can "mark" scripted pivot with his own icons

    Thanks :) hope this to appear in 4.6 and 5

    • Like 1
  6. 10 minutes ago, Josh said:

    Looks cool! Is the light moving? If so you should consider that changing the position requires re-rendering the shadow, but changing the intensity has no cost.

    I use both of them, intensity and movement (just a little), I think I should put a "Script.lightMoving" boolean option ;)

    • Like 1
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