Jump to content

AggrorJorn

Members
  • Posts

    4,816
  • Joined

  • Last visited

Blog Comments posted by AggrorJorn

  1. Very cool stuff Rick and Roland. I would also love to see more enthusiasm on such a communication framework. I think adding a basic diagram on the flow of the message and the structures it passes through will aid in explaining what you are doing. For instance a character with a health component.

     

  2. On 6/17/2017 at 11:19 AM, reepblue said:

    I hope the final iteration is a bit brighter, unless it looks brighter in-game. That or should be 1:1 with the LE2 version. But overall, amazing work I'm excited to finally be able to play this, I hope this gets released as a template or an open source project. 

    Those screenshots were just some experimenting with ambient and post effects, and by no means a final result. With Josh's new fog shader and SSAO improvement things are already looking better than in the screenshots above. The main reason for rebuilding it was to give Josh a packed scene where he could really see how a scene with so many props and vegeations would run. 

    When you read Josh's blog on shader improvements, this already improves the engine for everyone a lot. That is what this is all about. Apart from that it just looks so awesome and that there could be potential cool mini game be created with this as the start map.

  3. I really hate this. There is so much cool stuf you do with this and so little time.....

    Maybe after some 'projects' are done, I will incorporate this in 'on the road again'. Would be fun to see multiple balls trying the same level.

    Does this also work when you run an instance of the game as server and an instance as client on the same computer?

  4. On 6/4/2017 at 5:22 PM, martyj said:

    All you need now is to adjust rotation with the model moving in the direction of the next point.
     

    Thank Marty,

    There are 3 types of rotation that I want to support. Last time I really struggled with the third rotation type.

    • Point to point rotation: the easiest to achieve since it is a lerp between the start rotation and end rotation. However, this will not suffice when any any of the tangets lie beyond the local z axis of the control points. For really basic curves or straigth lines they will do the trick. This is demonstrated in my first approach (completely rewritten now).
    • Vertical align: this is the one you are describing. This one is luckily also relatively easy to achieve: simply point at a position one step further on the curve. I can even use the lookat function for that if I want to make it really easy. Camera paths, trains, boats will use this type.
    • Banked rotation: This one I find a lot trickier. Image a figher jet that is capable of banking on its local z axis during tighther corners or even doing helix loops. Then the 2 rotation types above will no longer suffice. I am currently working on getting those rotations to work properly.

    Leadwerks GUI

    Looks awesome Josh, can't wait to use it.

    quick question: if you set the game time/speed to 0, does this affect the UI? This is usefull for when you want to pause the games (read: no updateworld calls) but still want to have a working UI.

    • Upvote 2

    Website refresh and Leadwerks 5

    I had high hopes for the Steam paid workshop store so will Leadwerks 5 have its own paid asset store? I would love to seriously sit down and make some cool plugins, scripts shaders for people to use. However I am not going to setup my webshop for this again like I did with FlowGUI (too much setup and maintenance for it to be profitable). 

     

    Website refresh and Leadwerks 5

    I am all ears about extending the editor with plugins/mods. Will this allow us to create our own windows/tabs, run scripts in the editor? 

    The lack of ability to extend the editor is the most important reason for me to not use Leadwerks for any large project and just mainly to try stuff out. That could be a real game changer.

    As for the standalone script editor, ever had a look at Visual studio code? Crossplatform, lightweight, easy creation of custom tools etv. With the current documentation system you could generate a plugin for visual studio that lets you create an entire intellisense for Leadwerks + Lua.

    • Upvote 1
  5. Awesome work Josh. The new site feels fresher and the search functionality gives better search results. The code formatting finally no longer messes up the Lua coding after you edit a post which really helps with the quality of posts.

    Quote

    I've added a new Q & A forum where you can get technical assistance and rate the answers.

    I find this forum section rather confusing in its current location. Its purpose is to summarise the best answers and unanswered questions but is not really a category like general or programming. I think this should have its own section at the top.

    Little point of feedback: can you align the 2 headers (chrome)?offset.png

  6. Loading screen

    http://www.leadwerks.com/werkspace/topic/11758-animated-loading-screen-with-lua/

     

    There was also a good product called FlowGUI smile.png

    A simple loading screen is fairly easy to do, but a progressbar didn't work for me. Anyone tried that loading screen solution they are talking about?

     

    I lost my website were FlowGUI was hosted quite some time ago. As a result I tried uploading FlowGUI to the Workshop but paid items were not avaiable for some time. When paid items were allowed again, FlowGUI was disapproved because payed scripts were not allowed. There was/is also no way for me to send out free keys to people who had already bought it. Since Leadwerk's official UI is around the corner I kind of gave up.

  7. Please add these also when doing your template tutorials

    1)Menu system (Pause,Resume, Options (AA, effects and etc), Save game and load game)

    2)Loading screen , maybe with progress bar before changing to next map ?

     

    Making an entire menu with options and everything is way too much work for such a small arcade game. Not to mention that there is currently no UI system. It is also something that Josh said he was going to add by default when the new UI system comes.

    A video on creating a splash screen is a good idea. The progress bar is not that simple I am afraid.

     

    Don't get me wrong, those are good ideas to make a video off. Just not for the arcade games.

  8. Interesting suggestions. So we have got:

    • Battleship
    • Tic tac toe
    • R-type side scrolling shootem up (contra, ninja turtles)
    • Side scroller (mario, Gianna Sister, megaman)
    • Bomberman
    • Space invader
    • Card games (Solitaire, black Jack and poker)

     

    These are all interesting. Doing all of these is too much work, but some are deffinetely worth a look at to see their value on learning lua.

    • Upvote 1
×
×
  • Create New...