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gamecreator

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Everything posted by gamecreator

  1. You had all those grenades and you were using bullets?!! Very impressive and motivational. Curious as to where this will go.
  2. Not surprisingly, someone did create it (though not with Leadwerks) http://www.swfme.com/view/1046212
  3. This should be SUPER easy with Leadwerks, except perhaps for the line detection. Get to work! From xkcd.
  4. This is great!! It's very comforting to know that Leadwerks can handle whatever I reasonably throw at it, and more. Very happy to hear about the decals too. Thank you!
  5. If this article is correct, GIMP's been doing this for years http://o3.tumblr.com/post/470608946/photoshops-caf-content-aware-fill-unbelievable
  6. Yeah, choosing your own assets would be the ideal way to go, with discounts for buying in quantity. The next best option is offering both smaller packs and larger packs (all trees, all forest items, etc.).
  7. Impressive and motivational. I love reading and learning about this stuff! Will definitely be keeping an eye on how this progresses.
  8. Seems the majority of the people's resolutions are higher than 1024x768 (source) but 20% at 1024x768 is still a large number.
  9. gamecreator

    GDC wrap up

    It's nice to see gamedev was there (looking forward to their new site!). That's where you posted in my thread that I should give Leadwerks a second chance, and I'm very glad I did!
  10. Problem fixed. Thank you very much Alex! Truly appreciated!
  11. I've narrowed it down to a single mesh which was causing the problems: the boots. I've attached the max file to this post, as well as a screenshot of the settings I used to export. The specific error is: "There was an error during export objects!" If I delete the boots and try to export the rest of the stuff in the scene, it exports fine (though it takes a while to do so). The gloves I had on the character were also open meshes but those exported without problems (using the same settings). Any ideas why this doesn't export? boot.zip
  12. First, I love the exporter! It's been super useful ever since I found it. But do you have a list somewhere of the requirements you just mentioned? Last night I got an error trying to export a model. There are only three causes I can think of immediately: 1. The models were about 20,000 triangles total 2. I had open meshes (uncapped), like gloves 3. The models were mapped before but I removed the textures (they were pointing to images which were no longer there) I wasn't doing or exporting any animation/bones/skinning. Also, a related topic: on larger meshes the script takes quite a while to finish. The attempt above, for example, took maybe a minute or two and then finally gave me an error. It's done the same for items it successfully exported. Is there a way to make it faster? Thanks again. Whether or not you can answer, I'll do some more testing to see what the problem may be, like trying to export just the uncapped gloves) or putting proper textures on the meshes.
  13. In reply to the original problem, I would make a strict top-down render of the level in question in Max. I would then go into Photoshop and quickly paint over it in different solid colors, depending on the area being painted over, like yellow for sand, gray for concrete, blue for water and so on (essentially creating sound zones by drawing them). Then, in-game, I would get the character's x/y position, get the color on the drawing at that location and play a sound depending on what color was picked up. It gets just a touch more complex if you have an area with multiple heights. This is my preference mostly because I know how to do each step and is easy for me, not because it's the simplest.
  14. But it causes such cool effects! ;P Really, yeah, I got that figured. And I'm guessing the final problem is simply because I need to put timing in. Will test to make sure. Thanks again for everyone's help!
  15. Ok. Physics is definitely wrong. I put in a second directional light (which I guess is wrong because it glitched the graphics up) and now the ball won't even go up the first small ramp. What am I doing wrong?? (Sorry about the triple post.)
  16. Ok. I just solved two of my three problems. For some reason, Leadwerks uses the global position from Max as the pivot point, not the pivot point itself (even though the exporter exports it correctly, as seen in the Model Viewer). This explains the camera wobble. This also explains the misplacing of the ball at 0,0. When the ball was told to go to 0,0, it placed the ball based on where its bottom was. If the bottom was tilted out because the ball moved/rotated a little, it offset the ball and so it was offset that much from 0,0. Follow? Now I hope maybe my physics quirk is fixed too. Thanks everyone for the help!! I guess a related follow-up question: is the timing on the physics correct in the code? I mean, will the ball move at the same speed for everyone?
  17. If you mean the pivot point then yes, in both Max and the Model Viewer, it's centered in the middle of the ball. I just tested replacing the sphere's .phy file with a box .phy file and the camera bouncing goes away, until the ball falls off the edge. Then it wobbles again. Also, unfortunately, after I replaced the ball's .phy file with the correct one, I was able to go up a ramp I was never able to go up before.
  18. Loaded via TModel ball=LoadModel("abstract::ball.gmf");
  19. Thanks for that but I've already seen it (and will switch to his method if no one can figure out why this one's wrong). His code is more complex and I guess I'm wondering why. Why is the simple way wrong (or is it)?
  20. I'm experimenting with a ball game and I have a few problems I'm really hoping there are solutions to. First, whenever the ball falls off the edge, I put it back to its starting point but it doesn't quite work. It's always a bit above or below or to the side of where it should land. Is my position code wrong? Second, the camera follow code doesn't work. While it generally does follow the ball, it wobbles up and down and side to side as the ball moves. The slower the ball moves, the slower the camera wobbles. EDIT: Is it possible that the camera is positioned not on the pivot point of the ball (which is at the center) but rather the bottom of it (which is at 0,0)? I should test this. That would certainly explain the wobble. EDIT2: Tested. No change. Finally, I can't swear on it now because I can't reproduce it, but I think the physics may have changed depending on the program run. I don't yet alter any friction or anything but sometimes the ball made it up some ramps, even if barely, sometimes it only makes it half way. Sometimes it can stay half way up the ramp if I hold the button down, other times it starts rolling back anyway. Anyone ever have this issue and know what causes it? Here's the simple code I'm currently working with (I removed the initialization & loading code for this post): int main() { // ... while(!KeyHit(KEY_ESCAPE)) { if(KeyDown(KEY_LEFT)) AddBodyForce(ball,Vec3(-2,0,0)); if(KeyDown(KEY_RIGHT)) AddBodyForce(ball,Vec3(2,0,0)); if(KeyDown(KEY_UP)) AddBodyForce(ball,Vec3(0,0,2)); if(KeyDown(KEY_DOWN)) AddBodyForce(ball,Vec3(0,0,-2)); // If the ball fell far enough, restart it from checkpoint pos=EntityPosition(ball,1); if(pos.Y<-5) { PositionEntity(ball,Vec3(0.0,1.0,0.0)); SetBodyVelocity(ball,Vec3(0.0,0.0,0.0),1); SetBodyOmega(ball,Vec3(0.0,0.0,0.0),1); } // Follow ball with camera PositionEntity(camera,Vec3(pos.X,pos.Y+6,pos.Z-5)); UpdateFramework(); RenderFramework(); DrawText(400,400,"X = %f, Y = %f, Z = %f",pos.X,pos.Y,pos.Z); Flip(0); } exitapp: return Terminate(); } Any help would be much appreciated!
  21. gamecreator

    Aerora

    The visuals look good so far but I am much more interested in the gameplay concept you laid out. I know you have a lot of work ahead of you but despite that, I'm hoping you'll have something playable out soon.
  22. Thank you for the earlier help. I just tried to do a search for +alpha +shadow and it found no results yet this page should have come up, I think: http://leadwerks.com/werkspace/index.php?/topic/1018-i-did-something-artistic/page__hl__alpha%20shadow__fromsearch__1 Also, a search for +alpha +shadows (s at the end of shadow) only comes up with one result (again, the above page should have been part of the results). Nothing urgent. Just thought I should mention it but it would be helpful to have.
  23. Does anyone know under what condition the assets may be used in your own projects? I was wondering, for example, if I may release a game using materials and models available in Leadwerks (like the sand texture in the editor). I suspect this question may have been asked already and that leads me to my next question: How do you search for threads that contain ALL words that are searched for. For example, if I search for blue box, it would return threads with both words in them, not just either one (as it does now). Thanks!
  24. Thank you. From macklebee's post, it looks like I'll need to investigate 2d joints, as I'm very likely not a good enough programmer to modify the newton code. Lumooja, believe it or not, I've thought of Little Big Planet before this but that just seems a step more difficult, as in something to implement after one figures out how to do single-plane 2D with a 3D engine. In addition to all this, I've used the wonderful pmask collision library before. It's strictly 2D but I can see the possibility of not using Newton and implementing it instead. It would be some extra work, somehow analyzing the 3D world and creating a 2D collision array from it, but it could be done.
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