Honestly not, C++ stuff has always freak me out
But it's ok i'm gonna try to compile it
101 2014-01-09 12:53:21
Re: Full GUI (23 replies, posted in General)
102 2014-01-08 06:52:28
Re: Full GUI (23 replies, posted in General)
Oops my bad, it was "isVisible" indeed, sorry !
Your plugin would be the ideal solution then
(although i will probably need some instructions)
103 2014-01-07 14:28:24
Re: Full GUI (23 replies, posted in General)
That's right i understand what you mean, but i'm still prefering the second option, as hiding some part of the screen could lead to more trouble (for example let's say a turret that starts shooting when it's visible, it will start shooting even when it's hide by the interface)
And thanks for you proposal, i can *try* to compile but will it fix the isActive(object) too ?
104 2014-01-07 05:50:14
Re: Full GUI (23 replies, posted in General)
But I don't understand why you can't use the first setup ?
What do you mean "The interface overlap the main game screen so it's not good." ?
The first method is perfect for small HUDs or sliding menus but for a full GUI,
it's hiding alot of the game screen, if i exaggerate, basically the result is :
Not sure i want that
I think it might be ok for a game where the camera doesn't move, so maybe i can just move camera back a little, play with the FOV and it should be fine
However for a moving camera that's not gonna work
105 2014-01-07 03:04:40
Re: Automatic Text Display (13 replies, posted in Tutorials/Examples)
No problem got some more stuff coming, just need time to make the scripts
less ridiculous, that's the major difficulty to me
106 2014-01-07 02:55:39
Topic: Full GUI (23 replies, posted in General)
Hi there!
I have a question about a Full GUI system,
I'm gonna describe the different steps for making it :
---------------------------------------------------------------------------------------------
Figure 1 Setup : Simple scene, only one camera, this is just the main game screen (epic drawing skills i know )
---------------------------------------------------------------------------------------------
Figure 2 Setup : Two scenes ; One with the game and one GUIScene that contain the GUI graphic,
i'm using setCameraLayer to display the GUI graphic
Result : The interface overlap the main game screen so it's not good.
---------------------------------------------------------------------------------------------
Figure 3 Setup : Everything on a single scene.
The game, two camera, the GUI and a Plane.
The Plane is rendering what Camera 1 see, and i'm using Camera 2 as the main cam
In Maratis the scene setup looks something like :
That's working but there's two major problems :
1) isActive(object) doesn't work with that method
2) Sounds. It is not possible to use 3D sounds or sound positionning, forced to make it local
So i'm wondering, is it possible to add something that
makes the Camera 2 gets the Camera 1 proprieties while Camera 2 is the active cam (if you still follow me )
And lastly, is this a correct set-up ? or is theres another solution ?
107 2014-01-06 17:01:34
Re: HP bar/Hearts example (8 replies, posted in Tutorials/Examples)
Added a new very small example, graphic used is a CC0 item from OGA (can't find back the link right now)
108 2014-01-06 15:29:01
Topic: Automatic Text Display (13 replies, posted in Tutorials/Examples)
Here's an example for automatic text displaying, there's three levels :
1) Simple text typing
It will start displaying text when you launch the scene, nothing fancy
2) IOread example
Will read text in an external text file when you press 1 or 2 or 3 or 4
WARNING, you must edit the script IOread.lua and set the correct path for the .txt file
3) Text Input
Press any keyboard letter to write text (only letters, space, backspace and delete)
It will switch to a new line when you entered 15 characters
• Project : TextDisplay
• Lua script only (Simple) : SimpleText
• Lua script only (IOread) : IOread
• Lua script only (Text Input) : TextInput
ps. the text displayed doesnt make sense, i was just on a chiptune site then copied random lines
Feel free to edit/improve
109 2014-01-05 09:44:36
Re: TD Blender Work (5 replies, posted in Showcase)
Nice TD, that's pretty neat
I tried for a long time to make sci-fi stuff like in your terminal picture,
i found some cool tricks in the process, gonna dig in my files see if i still have them, that might interest you (or not lol)
110 2014-01-05 09:18:51
Re: semitransparent object (2 replies, posted in General)
Try with these settings
That should be fine
ps. I moved the topic to general discussions
111 2013-12-30 22:41:51
Re: Test projects (25 replies, posted in Showcase)
My main issue with texturing is that it is easy to get lost in Blender
Yeah, i think using single textures/materials is a waste of time in blender, as there's no library system,
you'll loose control no matter what.
I think the best solution is to use single texture atlases, that allow you to map alot of stuff
with a single texture, such as this :
Modular Buildings Assets
or Batman Arkham City models analysis
or Working with Modular assets
or Single Atlas Building
This is working ok, but there is a probleme in blender apparently, the textures are "bleeding" on each other even if the edges are perfectly lined up in the UV map window (example here on a pixelart scaled up texture atlas :
But even if there was no problem, how am i supposed to draw decals (because seamless textures alone are visually ugly), then bake AO, with everything perfectly set up.. this is where i abandonned.
you have to do 1,000 forum searches and 300 video tutorial searches to find out about
Ah hell, don't tell me about ! that's a true pain.
And about the interface yes, i hope they will add some "customisable pannels" where you could put in everything you need, so you don't have to constantly open non-sense menu/submenus
112 2013-12-29 07:39:15
Re: Test projects (25 replies, posted in Showcase)
Perhaps you could do a tutorial or something?
I can isolate some of my game mechanics and make small examples if it can help
but for texturing you're on your own i've kinda gave up at this point
For my projects i'm on :
Valkyrie Sky-like
Going very well, it's pretty much in playable state although there's still countless things to add
Tower defense project
Must do a complete re-write and still have some things to figure out
2D Platformer
On hold because the workflow for mapping is not viable at all, still searching
But i make little progress right now because i'm learning to use Music Trackers these days
113 2013-12-28 07:40:55
Re: Test projects (25 replies, posted in Showcase)
I sure wish you still had these projects and would have released the project files
Haha seriously you can be thankful i didn't posted these files.
Ultra messed up script (timers up-side-down // dofiles at every corner), boxes everywhere and broken animations,
Anyone with minimal common sense would have run away
But i'm improving
114 2013-12-26 21:13:06
Re: Merry Christmas! (3 replies, posted in Off-Topic)
Merry Christmas to all Marateers ! (damn i'm a bit late )
115 2013-12-17 12:20:08
Re: GUI Toolkit? (1 replies, posted in Editor)
It does seem possible, but is it practical?
It's not very practical but it works fine, too bad i had a perfect exemple project for this, that went
to hell when i lost massive data
Thing is you must think twice before building your gui otherwise if you must tweak something,
it will be so confusing that you will need to rewrite everything (probably multiple times)
Also i don't think you can make some stuff like :
- text scrolling inside a box for dialogues (and that's an important point )
- like you said, sliders
I am still dreaming of a GameSWF integration to maratis, that would solve all problems i guess
116 2013-12-17 12:04:54
Re: Standard Renderer and Light (2 replies, posted in General)
Hi, yes for now maratis uses only 4 lights per submeshes, little more info over here (bottom of the page)
117 2013-12-06 18:59:44
Re: Object Oriented Programming in Maratis(LUA)(Tutorial) (29 replies, posted in Tutorials/Examples)
Great ! you even fixed my spawpoints, i always wondered how to spawn clones like that, thanks alot
118 2013-12-06 04:41:17
Re: Object Oriented Programming in Maratis(LUA)(Tutorial) (29 replies, posted in Tutorials/Examples)
Right, i cleaned everything and keep the fastest way to make the game bug
Press "S" to spawn clones, they will follow a path. I used
isCollisionBetween() -> setBehaviorVariable()
It's starting to freeze when i spawned about 27~
If that's not enough i can upload another example later, where the same freeze stuff happen when shooting some projectiles. It just take something like 150~ clones to start freezing but in the end the result is the same
Sidenote, I'll be back late today, got stuff to do
Thanks for your help !
119 2013-12-05 23:45:37
Re: Object Oriented Programming in Maratis(LUA)(Tutorial) (29 replies, posted in Tutorials/Examples)
Hi ant0n, there's a last problem ;
The crazy frame rate drop still exist, but i think i know what is it.
In my theory that's because the items in the table stay active all the time.
When you have a long behavior for an object, even if the object got deactivated, the entry in the table is not, and it's still running in the background, so it's almost the same as if the object wasn't deactivated.
Then after a while, the table just gets too big and the game crash no matter what.
Note it's only my theory, maybe it's a lot of bull. But i don't see what else it can be
For now i've tried to remove items from the table/reset the table when my object collide with another object
but as usual, nothing worked.
Looks like i need your help again
I could upload a test project if u wish
120 2013-11-30 13:14:10
Re: Object Oriented Programming in Maratis(LUA)(Tutorial) (29 replies, posted in Tutorials/Examples)
Perfect ! Thanks so much !! *cry*
This stuff bugged me for so long !
121 2013-11-29 16:12:17
Re: Object Oriented Programming in Maratis(LUA)(Tutorial) (29 replies, posted in Tutorials/Examples)
I made test in a empty project, just took the script you posted , duplicated it and renamed some stuff ;
Script (some lines space might be broken)
i tried to make use of isCollisionBetween(object, object) everywhere i could, with :
self.object
Apple.object
appleList[count]
appleList[i]
appleList[1]
for i=0, #appleList do
I also tried to rename
self.__index = self
As they where the same in both class (that changed nothing)
122 2013-11-29 15:09:59
Re: Object Oriented Programming in Maratis(LUA)(Tutorial) (29 replies, posted in Tutorials/Examples)
Right, looks like the best way to go, unfortunately i'm unable to make collisions
between two objects like in your #9 post
hell, i'm definitely not a script guy
123 2013-11-28 16:54:25
Re: 3D representation of a graph with maratis (9 replies, posted in Showcase)
Thanks guys gonna make some experiments with this
124 2013-11-28 16:47:51
Re: Object Oriented Programming in Maratis(LUA)(Tutorial) (29 replies, posted in Tutorials/Examples)
Hey ant0n (wow it feel weird, that's also my name )
Thanks, that's exactly what i'm aiming for ! could it be adapted to this method ?
Because all my spawning patterns are already made under this model (for a shoot'em'up game)
Here's the details :
PlayerBulletModel = getObject("PlayerBullet")
-- PlayerBullet object
PlayerBullet = {}
PlayerBullet.__index = PlayerBullet
function PlayerBullet.create(pos)
local ball = {} -- our new object
setmetatable(ball, PlayerBullet) -- set metatable
ball.object = getClone(PlayerBulletModel)
setPosition(ball.object, pos)
return ball
end
function PlayerBullet:update() -- behavior
if isCollisionBetween(self.object, EndWall) then
deactivate(self.object)
end
end
-- PlayerBullets list
bulletList = {}
function addPlayerBullet(pos)
table.insert(bulletList, #bulletList + 1, PlayerBullet.create(pos))
end
Then in onSceneUpdate :
for i=1, #bulletList do bulletList[i]:update() end
And to create a clone:
addPlayerBullet({0, 0, 0})
Thanks for your help
125 2013-11-27 23:47:33
Re: Object Oriented Programming in Maratis(LUA)(Tutorial) (29 replies, posted in Tutorials/Examples)
Hmm not exactly what i needed, but i realise my explanations are very obscure,
i'm going to start another topic to not pollute yours. Thanks anyway!