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reepblue

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  1. 19 downloads

    Vectronic is a first-person environmental puzzle game inspired other games of the same genre such as Portal, Quadrum Conundrum, and Q.U.B.E. Players must solve puzzles using special power balls that effect boxes that changes their behavior in the world. Please understand that I contructed this demo within a month, and this build does not/will not represent the final game. Please follow the blog for current news and screenshots. Controls Movement: W,A,S,D Jump: Space Crouch: Ctrl Fire Blue Ball: Left Click Fire Green Ball: Right Click Pickup/Drop Object: E Links Blog: http://vectronicgame.blogspot.com/ Follow the progress on Trello!: https://trello.com/b/1SdYi6Zr/vectronic My Youtube: https://www.youtube.com/user/reepblue
  2. Interesting. All I did was delete my Source folder and solution, cleared my blacklist filer and told updated the project. and the project didn't compile. If it works with a new project. I'll try just making a new project and importing everything over if making a new project works. Also sorry for the confusion. It was midnight after a workday so I wasn't thinking straight.
  3. I did a code reset on an existing project. Pretty much, I deleted my Source and project files and cleared my blacklist. What I got was: 1. A project that didn't have any components being compiled. 2. The ComponentSystem.h file prepopulating the component includes with "Component" instead of entities. Pretty much, a new C++ project is non-compliable without work. This is due to the Components folder being renamed to Entities.
  4. SCP [Redacted] - Official Game Website
  5. SCP [Redacted] - Official Game Website
  6. C++: When hitting the plus button and then "New Component", upon confirming the name and group, the definition file is created but no new code file is generated and ComponentSystem.h gets cleared out. Lua: When hitting the plus button and then "New Entity Script", upon confirming the name and group, the definition file is created but no new code file is generated. Also worth noting that Entity Definitions folder isn't in the Lua template like it is in the C++ template.
  7. I'm not seeing this change on my end after this week's updates. Nevermind, seems the menu is now under "Game" folder
  8. The MSAA and textureanisotropy setting doesn't apply correctly ether.
  9. You also have camera->ClearPostEffects() only being called only if the posteffect array has a size greater than 0. This will allow the user to only set the effect on but turn it off. Change: // Post Effects auto peIt = videoSettings.find("posteffects"); if (videoSettings["posteffects"].is_array()) { auto& posteffects = videoSettings["posteffects"]; camera->ClearPostEffects(); for (int n = 0; n < posteffects.size(); ++n) { if (not posteffects[n].is_string()) continue; std::string path = posteffects[n]; auto fx = LoadPostEffect(path); if (fx) camera->AddPostEffect(fx); } } To: // Post Effects if (not videoSettings["posteffects"].is_null()) { camera->ClearPostEffects(); if (videoSettings["posteffects"].is_array()) { auto& posteffects = videoSettings["posteffects"]; for (int n = 0; n < posteffects.size(); ++n) { if (not posteffects[n].is_string()) continue; std::string path = posteffects[n]; auto fx = LoadPostEffect(path); if (fx) camera->AddPostEffect(fx); } } }
  10. Actually, there also seems to be a mismatch with SetShadowQuality. The default setting is high, but the menu reports the medium setting. There's no GetShadowQuality to start as a base value for the menu.
  11. I've been playing with the new Game.cpp / GameMenu.cpp code and I noticed some bugs with the code. First, this wrong, video isn't a boolean and there can be an error if window size vector is missing. On Line 33 of Game.cpp change: bool fullscreen = true; if (settings["video"].is_boolean() and settings["video"]["fullscreen"].is_boolean()) fullscreen = settings["video"]["fullscreen"]; if (settings["video"].is_boolean() and settings["video"]["windowsize"].size() >= 2) { w = settings["video"]["windowsize"][0]; h = settings["video"]["windowsize"][1]; } To: bool fullscreen = true; if (settings["video"].is_object() and settings["video"]["fullscreen"].is_boolean()) fullscreen = settings["video"]["fullscreen"]; if (settings["video"].is_object() and settings["video"]["windowsize"].is_array()) { if (settings["video"]["windowsize"].size() >= 2) { w = settings["video"]["windowsize"][0]; h = settings["video"]["windowsize"][1]; } } There's a bug with the window size values not carrying over from one save to another. This is because the window size values only get saved if a new window was created. Around Line 787 change: if (resolutionIndex > 0) { bool newFullscreenMode = (fullscreenbutton->GetState() == WIDGETSTATE_SELECTED); bool oldFullscreenMode = (Game::window->style & WINDOW_FULLSCREEN) != 0; auto& item = resolutionlist->items[resolutionIndex]; auto s = item.text; auto sarr = s.Split(" x "); auto w = std::stoi(sarr[0]); auto h = std::stoi(sarr[1]); if (w != Game::window->size.x || h != Game::window->size.y || newFullscreenMode != oldFullscreenMode) { auto style = WINDOW_CENTER | WINDOW_TITLEBAR; if (fullscreenbutton->GetState() == WIDGETSTATE_SELECTED) style |= WINDOW_FULLSCREEN; auto newWindow = CreateWindow(Game::window->text, Game::window->position.x, Game::window->position.y, w, h, Game::window->display, style); if (newWindow) { Game::window->SetHidden(true); Game::window = newWindow; Game::framebuffer = CreateFramebuffer(Game::window); ui->SetSize(Game::framebuffer->size); Game::settings["video"]["windowsize"] = {}; Game::settings["video"]["windowsize"][0] = Game::window->size.x; Game::settings["video"]["windowsize"][1] = Game::window->size.y; Game::settings["video"]["fullscreen"] = (Game::window->style & WINDOW_FULLSCREEN) != 0; } } } To: if (resolutionIndex > 0) { bool newFullscreenMode = (fullscreenbutton->GetState() == WIDGETSTATE_SELECTED); bool oldFullscreenMode = (Game::window->style & WINDOW_FULLSCREEN) != 0; auto& item = resolutionlist->items[resolutionIndex]; auto s = item.text; auto sarr = s.Split(" x "); auto w = std::stoi(sarr[0]); auto h = std::stoi(sarr[1]); if (w != Game::window->size.x || h != Game::window->size.y || newFullscreenMode != oldFullscreenMode) { auto style = WINDOW_CENTER | WINDOW_TITLEBAR; if (fullscreenbutton->GetState() == WIDGETSTATE_SELECTED) style |= WINDOW_FULLSCREEN; auto newWindow = CreateWindow(Game::window->text, Game::window->position.x, Game::window->position.y, w, h, Game::window->display, style); if (newWindow) { Game::window->SetHidden(true); Game::window = newWindow; Game::framebuffer = CreateFramebuffer(Game::window); ui->SetSize(Game::framebuffer->size); } } Game::settings["video"]["windowsize"] = {}; Game::settings["video"]["windowsize"][0] = Game::window->size.x; Game::settings["video"]["windowsize"][1] = Game::window->size.y; Game::settings["video"]["fullscreen"] = (Game::window->style & WINDOW_FULLSCREEN) != 0; } There's also a bug with Post Processing effects being applied when the map already has effects applied. Bonus: When the game un-pauses with the FPSPlayer, the camera will spin to where the mouse is currently is. This is because freelookstarted needs to be set back to false. I just added the function to have the listen to EVENT_WORLDPAUSE and added this to the ProcessEvent function case EVENT_WORLDPAUSE: freelookstarted = false; break;
  12. I was looking at the new menu code for C++ and I noticed that the code is calling the menulogo texture that only exists in the Lua template. std::string logopath = "menulogo.dds"; Probably should be moved to the Common template.
  13. On the latest beta, thumbnails don't seem to generate with new projects. This is a shader issue as it works fine with the older shaders. I only tested it with materials so far.
  14. The current filter list is outdated and while it ignores cpp files, it doesn't ignore headers or the json files. My suggestion: start.map, $PROJECTNAME.props, $PROJECTNAME.sln, $PROJECTNAME.vcxproj, $PROJECTNAME.vcxproj.filters, *.cpp, *.h, *.lua, *.json, projecticon.svg, projecticon.ico
  15. The code wasn't there on a new project. Maybe he forgot to change it or doesn't know the best all-around solution is..
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