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Daimour

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Everything posted by Daimour

  1. Daimour

    Isotype

    No. Project is on hold. Here is more complete video. And early demo. Only for Leadwerks community. You will need powerful hardware for this demo. And try to start from small sizes of level. Huge level may be too slow.
  2. Yes. It's the best and simplest way to define classes in LUA, in my opinion.
  3. I think modern crates should to be more paper-made rather than wooden.
  4. Daimour

    Isotype

    Me too. It's Aily's excelent work. Yes. That would be great, but performance (FPS) doesn't let to do that. Too many cubes in the scene.
  5. Daimour

    Isotype

    My old WIP project. I don't know if I will ever finish this game. It's one year old video. But game have not being made better since that time. The level entirely consists of cubes and generate itself randomly. Cube models was made by Aily.
  6. If you are not very familiar with engine, I would advice you to split your game into separate features and test each feature with engine independently. So you can find out and understand constraints of the engine and you can collect requirements for your content (assets).
  7. Don't target to AAA-quality game for the Tournament. It's wrong way. Make small simple demo with few main elements.
  8. Check the second parameter in these functions. You need to get and set global rotation, not local.
  9. Yes, the theme was too abstract. I wished it was more concrete. But you may start think from two different starting points. The first - what you want to make, independently on topic. The second - what you can do with given theme. And this two thoughts lines must cross somewhere in interesting point. I often have many different ideas. So if you have stuck with it, you are always welcome to talk to me and make brain storm about game ideas.
  10. That's sad, that not many of participants have finished their work. I wished to see many of little and different works. But thank you for this Tournament! It shacked me up a little. And to be honest, it's my first finished game ever. But of course it's not a finished game. It's just a small demo. I had to cut out half and more features to make it in time (more levels, more cube types, saving and loading, achievements, music and sounds, skybox and more...). But time is a good constraint. I had to concentrate on the main things. And on the fun things. And I pleased with process and with result. I wished you all guys would participate in the next Tournament and would make many small pieces of art. Make you works small and simple. The main is fun.
  11. Failed my deadline but it's finally done. Meet the "Golden Elements"! Game in Assets: http://www.leadwerks.com/werkspace/files/file/449-golden-elements/ That was hard...
  12. Hard times became. Main work eats all my time. But I will not give up.
  13. Just a picture for Flexman's method (with shader one). Fog of War.pptx.rar
  14. Time is never enough. But time is a good constraint, though. Main concept of mine was done in first two days. But the further project progress, the harder development. Too many ideas and too few time for them. So my game will be very simple, without any art. AKA "game from programmer".
  15. Well, I have main concept. And I just going with the flow. Nobody knows where it will lead me to.
  16. I'm going still with LE2. But as I understand, LE2 allowed.
  17. Still working on my LE2 project time after time. Many other projects are on hold.
  18. I think, the best you could learn is experience of successful projects. Like in attachment (Q3 bots design).
  19. Can't you use Entity::GoToPoint() function to check if point is navigable?
  20. Or you can redesign your game and add hook directly in C++. Or may be add the second hook (1st - in LUA, 2nd - in C++) for the same event.
  21. I believe you can rotate child with entity->Turn() to compensate parent rotation.
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