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AggrorJorn

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Everything posted by AggrorJorn

  1. Nice work man. How large is your game now in comparison to the previous version?
  2. So here is my entry for the Winter games tournament 2016: On the road again. It is a simple game where you either drive a car or a ball over a random generated track. The game keeps track of highscores via Steam highscores. Levels you finished are saved. The usual controls: WASD or Arrows. Use the mouse to look around. Press R to restart an active level. Corpses remain in the current level to remind you of your awesome skill level Game launcher http://www.leadwerks.com/werkspace/page/viewitem?fileid=821020417 Blog posts Part 1 Part 2 Part 3 Part 4 Part 5
  3. A quick test reveals the following show that this trick still works. 1. Place a box with its bottom on the ocean line. 2. Make the box higher than any mountain, otherwise the terrain will create a navmesh going from the terrain to the top of the box. 3. Generate navmesh and tada: shoreline. note that you still have a navmesh on the ocean floor, but the agents can't reach it.
  4. I had to do this do for a strategy game with multiple islands. Make 1 giant csg box at the same height of the water going all the way down Check the navmesh obstacle option
  5. I sure hope so. I don't have problems like this in other (non-leadwerks) games.
  6. Yips. I have mine to 125 because I like the fonts a little bigger.
  7. aiaf figured out the cause: I don't have any issues with other non-leadwerks games when having this setting on 125%. So I asume developers can access the windows 10 lib to ignore this value.
  8. I have uploaded a new version containing save games and some improvements regarding restarting a level, going to back menus etc. Saves Every time you finish a level, a property is set to keep track of the levels you finished. Only downside when using the launcher is that this will only get set, when the game is closed. So when you finish 4 levels, it will not become clear you finished these levels until after you have restarted the game. But still a pretty nice feature to have. Track generation The level generation has been altered for the first time since the first blog. Nothing too complicated though, just a different seed when using a car or ball (One variable is called ballSeed ha). The tracks also now have a weighted percentage added to them, meaning that some track segments have a little less chance to get picked over others. Corpses The ball, just like the car, now has a corpse everytime you reset the level. Corpses of the car and the ball are now removed when going back to main menu to prevent cluttering up the game world. Sound Sound has been added, but they are ogg files. So for now, you wont hear anything yet in the game launcher. Car physics The car physics are driving me crazy (no pun intended). I got a reasonable/playable result but it is not entirely there yet. Ah well, it will do for the tournament. Everytime I get a combination of decent properties, there is always something wrong. Either, accelaration, steering, jumpiness, crash sensitivity ( ) or rolling over with the slightest road curve. I think I have spend more time on the cart, than on everything else combined. Maybe I will give it one last go this week and otherwise I will have to revert back to the basic car. Only 1 more week to go everyone! Good luck.
  9. In continuation of this topic: http://www.leadwerks.com/werkspace/topic/15517-fullscreen-and-mouse-position-issue/ When retrieving the mouse position in fullscreen mode (no titlebar), the mouse position is off. If you move the mouse to the middle of the screen My monitor has a resolution of 2560 x 1440. So the middle X mouse position would be 1280. When using Titlebar + FullScreen the value is around 1280. When using only FullScreen the value is 1022.
  10. Can confirm, ogg sounds do not play in the launcher.
  11. Much better, was able to reach the next level this time.
  12. I don't see it that way. I love talking about game design. Especially when you start looking in to the behaviour of the player and reasones why game design is fun/challenging or boring. You are more than welcome to join the discussion
  13. I like these kind of games. Maybe it is because I am a huge fan of the original Marble Blast, which got me looking in to game engines. Some feedback: - Mouse is moving by itself. I have noticed this in many games, including my own and in A demons game. After moving the mouse myself, sometimes the mouse keeps moving on its own at a slow but steady pace. I think this has something to do with my gaming mouse. I usually solve this by having a mouse movement threshold. Very small movements are ignored. - Maybe again something with my mouse, but the camera is super sensitive. It makes it impossible to go beyond the third level for me. - The idea of the checkpoints is good but I would perhaps visualise it differently. With the level where you go around and go back to the finish, I expected to be repositioned at the checkpoint to. Maybe a 2d locked symbol or a floating key on the checkpoint platform.
  14. Why did you hide your comment Josh? It is a good reaction imo.
  15. Sorry my mistake, I meant horizontal. My monitor has a resolution of 2560 x 1440. So the middle X mouse position would be 1280. When using Titlebar + FullScreen the value is around 1280. So that is correct. When using only FullScreen the value is 1022. Meaning the width of the screen would be around 2040, which is incorrect. I am aware of the small difference between context and window but these values are way off.
  16. So I ran a my winter game fullscreen for the first time and I noticed that my mouse position was of in comparison to the the UI. At first I though this was a problem with FlowGUI, but after some testing I saw some weird results when looking at the mouse position, I ran 2 test where I would print the mouse x coordinate when it was somewhere around the horizontal center of the screen. When using Titlebar + fulscreen, the mouse x returned: 1279 (It is a UHD screen so that value is correct). Then I proceeded to do the same thing with just Fulscreen. Now the center mouse x gives back the value: 1022. Is this a bug or am doing something wrong here?
  17. Yeah I want the car to work too. It just costs a lot of time trying things out.I might just give the player the option to choose between the 2. Car physics are not quite there yet:
  18. Okay I am making progress but it is not quite ready yet. The car turns, accelerates and brakes very nicely now. However hitting something on the road causes a 'slightly' exaggerated crash effect. I'll keep on tuning.
  19. Oh damn, those values were completely different then what I was filling in.
  20. Instead of spending more time on getting the car to work properly, I added in a simple ball real quick and to be honest: I like the faster gameplay a lot more. What do you guys think? I do miss the ghost cars, so those will definitely come back. I have updated the game in the launcher. http://www.leadwerks.com/werkspace/page/viewitem?fileid=821020417
  21. Does anybody have some good settings for a default vehicle tire using all the properties (not just the ones from the example)? http://www.leadwerks.com/werkspace/page/api-reference/_/vehicle/vehicleaddtire-r842 My vehicle sort of sinks in to its tires.
  22. That's what I am talking about! Great work martyJ and Josh. Case closed.
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