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AggrorJorn

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Everything posted by AggrorJorn

  1. Does anybody have good experience using a lua lib for calling webservices/making http requests? Currently looking at Luasockets but tinkering about whether this is even possible when you are making a game using the Leadwerks game player.
  2. This is awesome. I might have missed it, but will this be released before the end of the tournament.
  3. Hadn't thought about keeping track off the amount of attempts. Great suggestion.
  4. Finally done moving to my new house and today I got my computer setup again. And as a start, I thought, lets give it a go for the winter games tournament. It is a little racing game where the tracks gets randomly generated on the given seed. I think I will call it "On the road again", named after the song and because of the fact that the level generation allows you to skip parts of the track if you simple fall down on the track below you.
  5. AggrorJorn

    Dev Stuff

    Does this version of newton improve the calculation and accuracy of spherical physics?
  6. In the CreationKit (skyrim editor) there is this useful shortcut to align a selected object to the ground. Lets say you have an object that is floating somewhere in the air and you want to align it to the ground, you can press F, and it seeks the closest collision on the downward global Y axis. This is especially useful for when the object has the pivot in its center rather than at the bottom.
  7. I would start of as simple as possible right now. First go through all the tutorials and make sure that you understand how the editor works. When you are done with the official tutorials, start mapping out the level design of your game. I wouldn't worry about the pathfinding untill you get there. That said, the editor has an integrated navmesh generator which is used for pathfinding. The standard AI script on the crawler should would be a great place to start. It already does a lot of the things you probably want. For help on adjustments you can always ask on the forum. But first try out the editor.
  8. Hi Rumpe, Sounds like a nice game concept and it is certainly doable in Leadwerks. Leadwerks can pretty much make any genre of game so you are good. Since you are starting out with game development I would first start by making a rough layout of the prison with CSG brushes. This can be done in the editor and can give you a nice indication of the level design. Be sure to check out the tutorials: http://www.leadwerks.com/werkspace/page/tutorials/_/constructive-solid-geometry-r2 Textures are either made by yourself, a teammate or you look on the web for free/commercial packages. You can check out the workshop materials or texture section. There are various free textures packs available: http://www.leadwerks.com/werkspace/page/workshop?tags=Material&queryType=1&fileType=0 You can drag in the player prefab to start walking around in your scene. See this tutorial: http://www.leadwerks.com/werkspace/page/tutorials/_/fps-character-controller-r23 For the guards, you would require a model with animations. For starters you can make do with the crawler prefab. See this tutorial: http://www.leadwerks.com/werkspace/page/tutorials/_/ai-pathfinding-and-events-r28
  9. From the documentation: http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8 Modeling Shapes Sometimes we need finer control over physics shapes. Fortunately, it's easy to build shapes into a model and have them load automatically in Leadwerks. To do this, just add a limb in your modeling program and set the name to "collisionhull". This limb will be turned into a physics shape when the model is loaded. If you want to build a polygonal mesh collision shape, just create a limb in the model named "collisionmesh". Remember, a poly mesh collision shape does not react to physics forces, so this is good for making a low-poly collision shape for a building or other large stationary object. You can also use multiple objects in the model file to build a compound shape made of multiple pieces. If you are making a compound collision shape, it is perfectly okay to name the separate limbs "collisionhull01", "collisionhull02", etc., since Leadwerks just considers the first part of the name.
  10. AggrorJorn

    4.2 Beta

    I remember that 2 part tutorial. It was when I just purchased Leadwerks and didn't understand coding at all.
  11. Maybe a feed or twitter integration to Joshs blog inside the editor.
  12. Once the new UI is out, I want to somehing exactly like that. Short videos demonstrating a very single topic. This makes it easier to replace a video once a feature in Leadwerks becomes deprecated or changed so that the video tutorials no longer works properply. @Josh, when someone buys Leadwerks on Steam, do you or can you send them a custom welcome email? I never seen that with other steam games or software so that might not be possible.
  13. I honestly wouldn't bother. The forums on steam are very limited in functionality and people are better of posting their question on werkspace. The activity on steam is an average post every 2 days or so. I'd rather see Josh spending his time on Leadwerks itself. I do wonder if people who buy the engine are aware of the werkspace forum. Most people that ask questions via youtube haven't even bothered to check leadwerks.com. Perhaps Josh can send out some kind of welcome email for every user that purchases the engine.
  14. An Axis Aligned Bounding Box is a minimal box shape that encompasses the entire model. It is often used for physics.
  15. Most people using C++ are already really familiar with programming, so extensive tutorials I think I will avoid. Maybe with Joshs new Actor class and animation manager.
  16. The past 30 days have been very hectic but fun none the less. While it all started with the thought that I would have some time to spare, it became one of the busiest months of the year. It started with a non-Leadwerks project, where I am currently working on with 2 artists. I was done with the coding for the current sprint (we are using scrum). This meant simply waiting for the artists to do their part. The sprint ends December 14th, so that would mean time for a new project. Back to Leadwerks I hadn’t touched Leadwerks for a solid 6 months so it was time to download it again and see how things were going. I started working on a new big Leadwerks project. Something that I want to work on with other Leadwerks users. For this project I needed camera paths and BAM! Before I knew it I was working on a new project creating tracking lines, curved splines, camera paths, ropes, cables (joints and everything). It is one of the up- and downsides of programming (or game development in general). You get an idea and before you’r even properly halfway through, your attention falls on something completely different. Lines and Splines The splines project became a lot more versatile than I had anticipated and I realized I had to tone it down a little. So no ropes and cables for now. The lines and splines are done at last. I had some issues with fine-tuning everything but the end result is pretty slick. Only thing left to do is recording some videos/tutorials and it is ready to be published. I want to make them available for a few dollars on the workshop. If it is successful I wil think about other useful tools that people might want. However time is not on my side... Moving My girlfriend has a new job and that means that we are moving. We have been looking for a house and this week we actually managed to get the keys. That means that free time will be very scarce as it will all be spend on moving and finishing the new house. It also means that releasing the splines and camera paths will be postponed a bit. Games If I want to take a break from programming there is always that other hobby which consumes a lot of time: playing games. And boy are there some time consuming bastards out there this month. At first I bought Cossacks 3. Massive armies and spending some later hours on the battlefield against the AI is what I love about this game. Then there is also Transport Fever. A great indie title game for the transport tycoon lovers. I already played their previous game a lot (train fever) and by the looks of it, this game will keep my busy for a long time to come. Not even mentioning Planet Coaster which looks awesome as well… Transport Fever (with Leadwerks logo) Cossacks3 Tutorials When the new Leadwerks UI is done, I think it is time to do some new Lua tutorials. The existing videos are getting outdated very fast. I really want to help boost the community and with the upcoming winter tournament and existing monthly script challenge it will only get better. For the latter one I am afraid I will have no time left. A shame, because Thirsty Panther did a great job on its preparation.
  17. Those waterfall screenshots are very nice.
  18. This topic is almost 7 years old, so a new topic might have been useful. What is your questions exactly? You can create terrains with the editor up with dimensions up 4098x4098. It support vegetation placement via the terrain editor. Buildings can best be placed via the scene tree.
  19. That sounds like very useful functionality. Are there any downsides to using this function? Perhaps addding this as a boolean parameter to the load Map function for clean coding. A lot of users will forget this exists if it not a default behaviour.
  20. Eventually I want to make this available for a few dollar on the workshop store. When I am done make the refinements I want to get some feedback first on missing features and after beta testing it goes live.
  21. Yes, that is annoying. It takes some 'guessing' and 'assuming' on the programmers part but I can image most people not having any clue what exactly is going on. I don't know how this behaviour would be preventable by Josh though. I am sure it is not easy to connect the leadwerks debugger to the script editor. Never noticed that custom 'classes' do not debug or anything. It might be that I have overlooked it because of the other issues. Personnaly I find the editing part in the first post the most annoying.
  22. Wont be able to record a video in the week to come, so a temporary screenshot will have to do. The splines themselves are done, but the animation rotation and alignment need some tweaking.
  23. Another point that is not working properly is the removal or saving of break points. Sometimes the debugger stops at break points that are no longer there. I am not sure what the exact steps are to reproduce this yet.
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