Jump to content

TØXIN

Members
  • Content Count

    100
  • Joined

  • Last visited

Community Reputation

41 Excellent

About TØXIN

  • Rank
    Advanced Member
  • Birthday 11/05/1989

Profile Information

  • Gender
    Male
  • Location
    Iowa
  • Interests
    Graphic Design
    Video Games
    Game Development
    Programming
    Web Development

Recent Profile Visitors

15,454 profile views
  1. Is anybody having difficulty getting Rigid Bodies to collide with triggers? It seems ever since the 4.4 update, rigid bodies don't collide with triggers. (Yes, I setup the Collision::SetResponse to Collision::Trigger to the rigid body)... hmmm...

  2. WOW! I just discovered a screenshot of my game on the "Education" page! Lookin' good! :D

    1. Josh

      Josh

      If you hover over the image it shows your name.

    2. TØXIN

      TØXIN

      Awesome! Thanks Josh! :)

  3. Trying to think of the best way to save game data... What is the safest data to record so I know for sure that data belongs to that specific entity when I go to load data?

    1. Show previous comments  8 more
    2. Rick

      Rick

      How would you do this for entities you placed by hand in the editor? You still would have to relate a name to that specific instance would you not? Otherwise after LE loads the map how would you know what entity already loaded is what Id in your database.

    3. aiaf

      aiaf

      Hmm i didnt think about the editor.

       

      I just recreate all entities from the db when game starts.Not using the map file.

       

    4. AggrorJorn

      AggrorJorn

      a guid per entity in the scene would be nice.

  4. TØXIN

    "Add Selection To Flowgraph" Menu Addition

    Ha ha! If that was an actual argument then I would argue against that. To be real, if someone has to constantly fight with the editor that will demotivate the person in which may turn them away from the at least editor.. or worse yet, the entire engine. Especially when this engine is marketed towards beginner level indies. With tiny features (or shortcuts) like these, it will help make the design process less stressful and quicker which may spark more creative designs. I don't want to have to fight with the editor constantly just to design something, that is what I feel like I'm doing at times, especially when it comes down to the Flowgraph editor. Luckily, I do have lots of patience... which is a MUST in game development.
  5. TØXIN

    "Add Selection To Flowgraph" Menu Addition

    @lxFirebal69xl Yup, that looks like one of my maps too. I hate to add to the pile of features, but I would really appreciate if we could disable the auto-goto feature when clicking on an object in the flowgraph or get rid of it all together. Because 9/10 I just want to move the node in the flowgraph to make room for a new one, and then when I go back to the perspective or graph view, I am disoriented because it moves the camera to the object that I just wanted to move the node of. If I wanted to go to the object, I would purposely select "Go To Selection" in the dropdown menu.
  6. TØXIN

    Beta update available

    Hmmm... The child shadows (under point lights & spotlights) are still not rendering in C++. They are fine in the editor, but not in C++.
  7. TØXIN

    Beta update available

    I can confirm that the shadow issue is now fixed in this update. Good job! Now, I await eagerly for the C++ library to update.
  8. Adding entities to the flowgraph is currently a cumbersome process, especially when the map is large and the scene tree is chuck full of entities. Right now, you are required to scroll through the Scene Tree for the object, make sure the Flowgraph window is up, and then click and drag the object from the scene tree to the flowgraph window. This is okay if your scene is relatively small, but this process can be simplified and not having to waste time looking for the object in the scene tree. My suggestion is to have an "Add Selection To Flowgraph" in the Edit menu. Simply select an object (in either the scene tree or through the perspective view) and click on Edit->Add Selection To Flowgraph. A bonus would have a key combo like CTRL+ALT+E or any other shortcut that can be pressed with one hand on the left side of keyboard, so users are not required to take their hand off the mouse. My thought process behind CTRL+ALT+E is "E" for EDITOR as in Flowgraph editor. CTRL+ALT+Shift+E could mean remove from Flowgraph Editor. Why ALT too? Because just CTRL+E could mean OPEN UP Flowgraph editor, the addition of ALT means ADD TO flowgraph. Another possibility could be CTRL+ALT+L "For LOGIC", because that is what the Flowgraph is, a logic editor. I don't like this one as much because you would either need both hands or move one hand all the way from one side of the keyboard to the other. Another possibility is to have the option to right click on the object inside the Perspective view or grid view, and the "Add Selection To Flowgraph" would be a choice in the drop menu. ** Note: ** I figure if the user has multiple objects selected, and if the system does not support multiple objects being added to the flowgraph editor at one time, just grey out/disable the option in the menu until only ONE entity is selected.
  9. TØXIN

    Preparing for the release of version 4.4

    I added my support. I would like to know how well this works.
  10. TØXIN

    Beta update available

    That's odd. There is a camera in the scene. Don't know why it did not load up for you. I PMed you the full project.
  11. TØXIN

    Editor suggestions

    A search function, "move to folder", and "collapse all" would be very handy tools here. That scene tree right now is... gah... I don't fancy using it. Especially when maps get large... it is scrolling hell.
  12. TØXIN

    Beta update available

    Here is a map file that demonstrates the issue at hand. If you replace the point light with a directional light, it renders fine, but with point lights and spotlights, the issue is apparent. http://toxingames.com/leadwerks/shadowissue.zip
  13. TØXIN

    Beta update available

    http://www.leadwerks.com/werkspace/topic/15716-43-child-entities-do-not-cast-shadows/ This issue seems to be "sort of" fixed for the editor, but not in-game (compiled with C++). Did you update the C++ library in the beta branch? I say "sort of" because it now renders shadows, but when you move a child entity, the shadow does not update. Only if you move the parent entity then the shadows for all of the children will update. I did set the shadows to "dynamic" for both the parent and the child.
  14. Might have to downgrade back to 4.2 if this issue does not get fixed... Pretty annoying. http://www.leadwerks.com/werkspace/topic/15716-43-child-entities-do-not-cast-shadows/

×