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Furbolg

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Everything posted by Furbolg

  1. Why c++ Canardian, i though you only use superbasic ?
  2. Guys we should wait till Josh get the 3.0 version ready for launch. As you can see here, it is possible to talk with Josh (if its civil and not flaming). We got Josh to think about the price, so chances we are getting Leadwerks 3D cheaper are given. Josh officially promised to add free terrain (in the meantime anyone could use Meshterrain and Splattershader, this community will share this really fast i guess). Im also not happy with the actual situation (Unity: free, UDK Source Licensee (for hobby/indie) 99$ etc... you know the competetors) but i think we have to give Josh a chance to react. Later on we can still left but i hope we dont reach this point.
  3. He asked if its possible to programm Le3D with C# not if you like it.... please... i hope you know the difference. I personally prefer c++ for my gaming project but i also use Delphi/C# for Desktop Applications and PHP/Java for Webbased Development.
  4. C# / Java have their place, if YOU dont like it, its okay but dont tell others what they have to like. Again, YOU think its more fun not everybody. @Noyart: Le3D comes with C++ and Blitzmax API (if i remember correct). I guess Roland or someone else will create a C# port after a while.
  5. Furbolg

    Gameplay!

    That's what i meant Nice, real nice. Hope Le3D will release verrrrrrrrry soon, cant wait.
  6. Furbolg

    Gameplay!

    Looks good, so we got here a "Lego" for big kids We can make scripts and integrate them into the flowgraph and use them with other "blocks", correct ?
  7. Yea,TurnEntity dont work here. Animate seems to calculate local matrices new every time.
  8. Thanks Canardian, right after your post i found a similiar solution My Solution uses a buffer im writing on (with Draw::Plot) and then draw it through drawimage. Its much faster because i dont need to update the complete buffer
  9. Hi Guys, i would like to create a simple minimap/radar. But i (currently) dont find the way to go. I want to have a 128x128 Texture, where i will update single pixels. Any of you guys have an idea ? I've seen that in some older/blitzmax implementations there is a command "getpixels" but this one seems to be gone ? Thanks for your help
  10. Im sorry, i can't send you my project because it has some unnecessary stuff for your problem in it (gamestate, world, some prototype ai management etc). I did the following (pseudo code) // Loading LEO::Mesh* dragon = new LEO::Mesh("abstract::dragon.gmf"); // its from 3d foin LEO::Entity* dragonhead = new LEO::Entity(dragon->findChild("Bip01_Head")); // Update dragon->Animate(frame, 1, 0); dragonhead->SetRotation(Vec3(0, -90, 0)); I dont use LoadAnimation, maybe it causes problems ?
  11. The Animate() then Child thing works for me
  12. Hi Guys, dont know if it works but have you tried to animate() and then move the headbone ?
  13. Interesting approach Josh, i would use a plain effect combined with auras. For example, enemy goblin has a "stunstrike" which stuns your player, to prevent a stunlock i would create an aura "aurastun" while this aura lasts on a player/object he cant be stunned again. (if you want a "safetime" after the stun, you could create another aura "poststunaura" which does the same like the "stunaura" but allows to interact) To be more clearly, the effect "stunstrike" only does the graphic+sound and create an "stunaura" (if possible) on the object which freezes the interactions as long as its active. Thats my idea how to manage this stuff.
  14. You talking about Playstation 1 ? if (answer == yes) { I got actually an Playstation 3 (for some games only ,uncharted, final fantasy, god of war, (last of us) etc.) and i got better graphics quality in LE2.5 then they PS3 now. }
  15. Makes sense One question: I guess the second parameter is the key from keyhit/press (escape, left, right etc) ? But what is the first parameter (ref int?)? // Edit: Correct me if im wrong. First parameter is the key that you want to bind, the second parameter is the "action"key (jump, shoot...) ?
  16. OOP is a good thing but you shouldn't "over-oop", if you are a hammer - every problem looks like a nail (hope this is correct saying?). In my opinion for an RPG/MMORPG or modable RTS an Data Driven or Component Based System is much better then doing strict oop and doing a class for every possibility.
  17. @Quast: Why you need games to see whats possible ? Make your own image of the engine by using the demo/engine. I dont care how much games made with Leadwerks because it doesnt give me anything. I like the engine and the community, when i got a question, i always get friendly and reasonable answers. What you want more ?
  18. I personally go for the download, i will make some small project to get familiar with LE3D and then convert my actual project. I dont really need a printed documentation if we get an wiki, pdf or doxygen help.
  19. Till 22th February would be real nice (birthday)
  20. Yea i know, and its no offense. Just meaning do it instead of "try doing it perfect" (and never finish) This community is so helpful and great, surely we learning from eachother. ps. "When is LE3 coming ???? STFU and take my money !!!
  21. Some people use a "Entity Exchange", others an EventSystem and others hardcoding. Its a question about what you prefer. There is not a "must have" system. Maybe you can take a look at an Entity Component System.
  22. I would use - Global Eventsystem ( left mouse click => generate event "attack" -> animationsystem::playanimation, bulletsystem::create ..... ) - Bullet/Projectilesystem ( like Joshs post ) - Auras ( when the enemy can be frozen/burning (damage over time) or other stuff just define a "aura" and apply it to the object ) - Animation/Sequencesystem ( like the system Engineer Ken uploaded (maybe a bit more extended) in cooperation with eventsystem ) This is only my idea/approach, maybe it works also for your project.
  23. I've made best results with Camtasia (not CamStudio). Yea it costs a bit but its worth every penny.
  24. You should also remember most of this community are hobbyists. Create a complete game with good gameplay takes time, i guess many people just prototyping and/or try some concepts before they start their real project. Or maybe they abandon their project and start new one.
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