For some easiness, clicking on the position, rotation or scale in the left panel copies it to clipboard in the format {0.00, 0.00, 0.00} etc.
EDIT:
Oh and I think it would be better if undo didn't deselect objects. It gets annoying when I undo the movement of a large group of objects and I have to reselect them all
26 2012-12-08 09:29:18
Re: Feature Requests (Editor Only) (61 replies, posted in Editor)
27 2012-12-07 22:37:42
Re: Feature Requests (Editor Only) (61 replies, posted in Editor)
Almighty Laxz wrote:Another idea.
Opening project files directly from the file? It would save time going into the editor and opening it through there.Hello, you can already do this, just assign the .mproj file to open with maratis.exe
I've tried this on mac and it tells me that the document can't be opened using MaratisEditor.
28 2012-12-07 05:37:40
Topic: When the svn will be built (4 replies, posted in General)
Hi,
If you have time anael, could you build the latest svn editor for windows and mac? I would like to publish my game with the multiple scripts working before christmas if possible. Thanks
29 2012-12-07 05:32:18
Re: Feature Requests (Editor Only) (61 replies, posted in Editor)
Another idea.
Opening project files directly from the file? It would save time going into the editor and opening it through there.
30 2012-12-02 21:59:28
Re: Feature Requests (Editor Only) (61 replies, posted in Editor)
Is it possible to have the Editor to arrange the objects (entities) in hierarchy, hopefully the mockup screenshot i made makes clear what i would like to see.
https://www.dropbox.com/s/04imx8rfz7abt enshot.jpg
So basically allowing the pareting option that currently exist on the Editor, to be more visual. but also allowing the user (like me) to expand and collapse objects to not have super cluttered object list.
That's a good idea. The full object list on my game scene with >1000 objects actually seems to lags on mac.
31 2012-11-27 21:34:35
Re: Feature Requests (Editor Only) (61 replies, posted in Editor)
Changing the colour of individual meshes? Like a panel on the left for rgb and a couple of scripting functions like getObjectColor(object) and setObjectColor({ r, g, b}). It would help save time in cartoony kind of game where only simple textures etc are used, and instead of creating a new mesh to achieve a different colour, it would be easier to use a panel on the left for it or use the script functions.
33 2012-11-12 06:23:46
Topic: Weird shadows on mesh (2 replies, posted in General)
Hi,
I'm trying to make something new and wait for the next engine release to work on my car game.
So when I finished my character mesh I exported it into Maratis.
The shadows just look weird. Help please?
34 2012-11-11 01:57:54
Re: Splitting scripts not working when published (7 replies, posted in General)
My windows pc is broken at the moment, so I can't build it. Any idea when you could build it?
35 2012-11-01 09:52:07
Re: Splitting scripts not working when published (7 replies, posted in General)
I might be able to build it on windows, but i'll probably wait until the weekend.
36 2012-11-01 08:35:37
Re: Newbie And some questions (11 replies, posted in Gossip)
Yes, you can but I think you have to have those OS to be able to publish on them as 'Publish Project' only publishes the version for the OS you are currently using.
37 2012-10-31 21:34:04
Re: Splitting scripts not working when published (7 replies, posted in General)
Thought it might of been a bug, please tell me when it's fixed
38 2012-10-31 21:32:52
Re: Newbie And some questions (11 replies, posted in Gossip)
For questions 5, Anaël Seghezzi made Maratis. He has information about him here: http://anael.maratis3d.com/
He's always helping out around the forums so he might be able to answer the other questions. But for question 6, go to File, Publish Project and the published version will be created in the 'published' folder in your project directory. The process is different for iPhone, there is an ongoing discussion on that in the Engine section of the forums.
39 2012-10-31 08:04:04
Re: Splitting scripts not working when published (7 replies, posted in General)
Yes I am using dofile, and the scripts are in the scripts folder. I am using dofile('GUIScript.lua') etc
40 2012-10-31 07:43:57
Topic: Splitting scripts not working when published (7 replies, posted in General)
Hi,
Not sure where to put this topic.
I am currently in the process of publishing my car game, but the other scripts are not working.
I have 2 other scripts which start onSceneUpdate. The scripts work fine in the editor, but when published they don't seem to do anything. Any ideas why?
41 2012-10-25 21:35:37
Re: Car Game (18 replies, posted in Showcase)
Haven't said anything about the game in a while, so here's what i'm doing.
A start screen, the camera moves across the city.
And I have been working on making challenges/missions which is shown in a video that I just uploaded.
http://youtu.be/CxPt0JoJ9DA
I have also got a working gui speedometer thanks to vegas and anael.
43 2012-10-21 21:48:46
Re: Timer in lua (4 replies, posted in Scripting)
Thanks! But if the fps was lower than 60 wouldn't the timer be inaccurate?
44 2012-10-21 07:33:24
Topic: Timer in lua (4 replies, posted in Scripting)
Hi,
I am currently making time challenges for my game, but I don't know how to make a timer to count the seconds. Does anyone know how?
46 2012-10-18 21:31:07
Topic: Speedometer on another scene (2 replies, posted in Scripting)
Hi,
I haven't worked on the car game in a while so I thought I would get back to it.
So I've been trying to add a speedometer to my GUI scene. I have got a speedometer in my game scene which works, but I would prefer if it was stuck to the camera on the GUI scene. So far for my GUI scene i've got:
CarGame = getScene("CarGame")
Text2 = getObject("Text2")
Text0 = getObject(CarGame, "Text0")
function onSceneUpdate()
speedometer = getText(CarGame, "Text0")
setText(Text0, speedometer)
end
And on my game scene i've got:
setText(Text0, string.format("%.1f", speed))
The speed variable is included in the physics test demo already.
I feel like i'm missing something obvious here, but could anyone please help?
47 2012-09-18 11:18:44
Re: Loading the next level (8 replies, posted in Scripting)
This worked, thanks!
48 2012-09-18 10:41:23
Topic: Loading the next level (8 replies, posted in Scripting)
Hi,
I am trying to make a start menu for my car game, I made a separate level for it. How could I load the next level in lua?
I see the function loadLevel on the wiki, is this what i'm looking for?
if isKeyPressed("B") then
changeCurrentCamera(Camera2)
loadLevel("Car Game.level")
end
That code doesn't seem to do anything other then change the camera, could anyone tell me how I could change to the main level?
49 2012-09-17 22:14:13
Re: Play sound once (11 replies, posted in Scripting)
Still not working, I now have:
Sound0 = getObject("Sound0")
SOUND = {obj = Sound0, impact = 0}
function play_impact(sound)
if SOUND.impact == 0 then playSound(sound.obj) end
SOUND.impact = 1
end
function stop_impact(sound)
SOUND.impact = 0
end
function onSceneUpdate()
if isCollisionBetween(Car, Ground)
then changeCurrentCamera(Camera1)
deactivate(Text0)
deactivate(Text1)
camcycle = 1
play_impact(SOUND)
else
stop_impact(SOUND)
end
Any other ideas?
50 2012-09-17 11:48:38
Re: Car Game (18 replies, posted in Showcase)
Progress towards the next version!
I have started to make terrain outside of the city, tell me what you think.
I have also greatly improved the reset button, expanded the city and started working on an industrial area.
And... A day/night cycle!
Using translate, the light moves across the scene and when it passes a certain point it returns back to the start for a nice sunrise.
And naturally the car needed headlights to fit the darkness at night. (The screenshot is not actually at night)
I also added two more cameras, one on a wheel and another 'inside' the car.
Also, I think I have found how to fix the 'invisible walls' problem. Changing the wheels to a sphere shape seems to make the car a lot more stable.