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DigitalHax

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Everything posted by DigitalHax

  1. DigitalHax

    LE3 Lua

    SHUT UP AND TAKE MY MONEY
  2. Ok, the only real thing I am not sure about is this line - camera_position = Vec3((Cos(amplitude) * head_bang_X), (Sin(270 + (amplitude * 2)) * head_bang_Y), 0) I don''t know how you would convert most of this line to cpp, especially with the Sin and Cos commands. Mostly because I am not sure what they do.
  3. Aha thanks. I'll convert this to cpp and see if it works.
  4. Hey all, I had a quick question about a technique used in quite a lot of games that I want to have a go at adding to mine. And that is abstract camera movement. Much like a person's head moving around to make it more realistic. Now any suggestions on this? I have seen a few people around here achieve it. One person is franck22000, with his video in this post - http://www.leadwerks.com/werkspace/topic/4712-shadows-artifacts/ Any suggestions would be very helpful!
  5. Wow! Looks really great!
  6. Quick question, what weapons will you have on the first level? I am making a rough sketch of the subway layout, and I need an idea of where to put the weapons.
  7. DigitalHax

    Portals

    Gamasutra did a great article on this topic exactly - http://tinyurl.com/portalcode
  8. For someone who was so pesamistic, it's strange that you would want anything to do with it...
  9. And I still kinda think it should be a post apocalyptic shooter :/ I like that idea because it is original, but if we do something like a horror game or a full on fps game, we would be constantly comparing to things like amnesia or call of duty.. PS: should I go ahead and make a google docs project?
  10. You are just reading my mind That about sums up everything I had to say. and add to that features list, a simple hunger/thirst system would be good.
  11. How about a post apocalyptic survival adventure game? Something like in "The Book Of ELI" With a destroyed civilization and few people left. A bit like fallout but subtly different. Not too many characters. Maybe only the main character and a few other travelers you meet along the way.
  12. How about a future fps sorta like Unreal Tournament. (but less ridiculous )
  13. Not sure yet. I guess that is the next big question. What will the game be?
  14. Ok... Good point. Do you at least support it josh?
  15. But the million dollar question is, would YOU be a part of it?
  16. Well it doesn't neccisarily have to be everyone. It could just be with someone in each general field. With about 5 or so people it could work fairly well. I guess development teams have to start somewhere eh.
  17. Would you like to see a leadwerks community project?
  18. I use mouse X movement.
  19. Hmm... That might work. But im a bit of a noob to stuff involving timing in LE. :/ What sort of code could I use for a frame check?
  20. Hey, I am currently trying to sort out animation for my character, and I need a way of letting the animator know that the player is turning. Here is my code - TVec3 PivotRotation=Vec3(0); //Camera looking mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); dx=Curve(MouseX()-GraphicsWidth()/2,dx,28); dy=Curve(MouseY()-GraphicsHeight()/2,dy,28); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; cam2rotation.X=cam2rotation.X+dy/10.0; cam2rotation.Y=cam2rotation.Y-dx/10.0; RotateEntity(pivot,camrotation); RotateEntity(campivot,Vec3(camrotation.X,camrotation.Y,0)); EntityParent(camera,campivot); PositionEntity(mesh,EntityPosition(player)); So any suggestions on how I can specify if it is turning? Thanks in advance.
  21. Not a problem Always happy to help! I use this technique quite a lot in my coding. Especially in player controllers.
  22. You could always have a physics object that hits the ground, have a separate coin mesh that doesn't have the objects rotation. Only position.
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