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Clackdor

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Everything posted by Clackdor

  1. Damnit! I have some obnoxius switch-case statement here. Love the elegancy of 1 line of code.
  2. FWIW, I found it easier to use UltimateUnwrap3D to convert from .fbx to .gmf. Buying that program is almost universally held as a good investment on these forums. However, with LW3 so close to release, you might hold off.
  3. TJ, how many man hours does it take you to sculpt something like that? Add rigging? Add animations?
  4. Ha. Yeah, I don't like Codeblock's error messages. I mostly ignore it. At least it tells you what line its on.
  5. Well, its not listed in UU3D's list o file formats and that is the most extensive list I have seen.
  6. Looks good. I would use the wall. Why is the top green?
  7. Clackdor

    Mages Alchemy

    I like how this is looking. I can try to comment on the "end user" aspect for you. I am the parent of a 5, 3 and 2 year old. The older two are definitely into learning games, but these are all web based and able to run on a cheap old Intel-Atom based machine. (I haven't actually tried my LE based project on it, yet). This is definitely something my 5 year old would find interesting. He likes games and he likes Math and this is right up his alley. Watching him game, the advice I would have is that you should avoid very difficult twitch based elements. IE pushing rocks around to get 13 is fine, but aiming and firing a crosshairs should be out unless the target is relatively stationary. We hear all the time that TV and video games is harmful for or kids. Not to get on too much of a soap box, but our family's feeling is that is mostly a bunch of hogwash. Yes, 8 hours a day in front of a TV or computer is terrible, but a few hours every other evening is fine. Our kids have learned a great deal. My 5 year old is in Kindergarten and is ready and doing math on a first grade level. My 2 year old can sign his alphabet and knows all the letter sounds. This is just phenomenal and modern media deserves some of the credit by offering engaging learning programs. Also, my kids choose outside over TV still. The recent heat wave (that just broke here in Missouri) killed any outdoor activities.
  8. I've had to do 16 for the last parameter.
  9. A well. House models with accessible interiors. Town Center. All wooden construction including hovels, church, etc. Wood + stone like you have shown.
  10. Can't wait to try it live. I hope I have time to continue working on my game.
  11. Rick said what I was thinking. I've seen community mod projects that have been fantastic (for the curious check out Stainless Steel mod for Medial 2 Total War). But never a community game. I still voted yes, but I think I could learn a lot from participating in such a project.
  12. I can't wait to play with your balls.
  13. I was actually very wary of implementing my own GUI. I looked at CEGUI and a few others and thought the learning curve was too high for what I wanted to do. I reluctently started to develop my own using Paint.net (for design) and the LE commands only. Turns out it was much easier to do it this way. I am only implementing push buttons and progress bars so far, but I think do-it-yourself is the way to go, at least until you get into some more advanced GUI usage.
  14. Yes, this thread plus the optimizing thread have given my plenty to digest.
  15. The first thing I did was take a look and see if my code was doing anything stupid. For instance, the 0.1 version of Swords and Skellies updates each skeleton including controller, animation, everything, even if it is clear across the map. In the working copy of 0.2, I only update skeletons in a certain radius of the player, and am currently working on animating only if the entity is being drawn. Just the first thing above, though, saved 60 FPS. WOW! There is a profiling library posted on the Asset Store. I have not used it yet. It's marked as broken, but Pixel recently posted that he fixed it. http://www.leadwerks.com/werkspace/files/file/142-profiling-code-for-c/
  16. This is a more high level question based around programming technique. I have programed my NPC skeleton class in "Swords and Skellies" to take commands, but not to determine its own behavior. The behavior is based on the player position and whether she is armed or not. I have a procedural program that calls one of 7 class functions to tell the skeleton what to do: Idle, Pursue, Flee, Attack, Die, Revive, Return (to start position). I could make all the behavior governed inside the object. How do others do this? Do you think it would be wise to have all of the behavior defined in the object instead of having the procedural program make the call? Is this a pure style question? Other opinions?
  17. Thanks for the tip. I'm just now beginning to look at using SQLite and there are all kinds of things it can be used for. This is not something I had considered.
  18. Clackdor

    Project Manager

    Do you still mean VS2008 whenever you say "Visual Studio"?
  19. Clackdor

    Project Manager

    Why not CodeBlocks when it was the second place IDE in a recent poll. http://www.leadwerks.com/werkspace/topic/4310-a-simple-poll-about-ides/
  20. For the coins, it is a simple distance calculation, so it is polled every single update. I recognize that callbacks can help my optimization and allow for some other really neat stuff. I totally forgot about looking in the Wiki. I didn't realize there were examples there. I like your method of assigning the this pointer. I'm going to have to play around with that. I'm specifically looking for how to ENTITYCALLBACK_DRAW so I can skip animation if the entity is not on screen. It's one of the things Josh recommended to me in a status last week.
  21. And how can they help me? This is a completely foreign concept to me where entities can perform functions. Sorry for the broad question.
  22. Can you be more specific? Below is the essential code I use for controlling my skeletons. Works pretty well except for the running into stuff and use of too many constants. PointEntity(enemy_pivot,player_pivot); turn = EntityRotation(enemy_pivot).Y; move = 3.5f; UpdateController(controller,turn,move,0,0,10);
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