201

(1 replies, posted in Scripting)

This small script works very well. I can clone a bunch of objects and it still runs fast. Perhaps I will start posting some code snippets.

202

(1 replies, posted in Scripting)

man=getObject("Man")
manPosition = getPosition("Man")
marker = getObject("Marker")


function setMarker()
    if isKeyPressed("M") then
        markerClone = getClone(marker)
        setPosition(markerClone,{manPosition[1],manPosition[2] -10 ,manPosition[3]})
    end
end

It keeps freezing. The setMarker() function is called under the onSceneUpdate() function.

Edit: Nevermind, I got it working:

function offsetClone(object,offset)
    if onKeyUp("O") then
        objectPosition = getPosition(object)
        objectClone = getClone(object)
        setPosition(objectClone,{objectPosition[1] ,objectPosition[2] + offset,objectPosition[3]})
    end
end

This is also called under the onSceneUpdate() function. I changed it to onKeyUp() so that objects wouldn't be continuously spawning while the key is held.

203

(14 replies, posted in Tutorials/Examples)

Okay, I have an idea. I'm going to make a maze game. This is simple enough.

204

(10 replies, posted in Plugins)

Now, if I could test my games on Ouya, that would be so awesome! Is ouya an open sourced game console? Or does it just run android games? It would be so awesome if the ouya could run .exe files and such. I wonder if it can be hacked a little to do that. I also need a reason to buy an ouya (as well as a tv). haha

205

(11 replies, posted in Gossip)

If Only I could find a good and fast workflow for creating tutorials for a computer (can't afford Camtasia, and don't like CamStudio), I would like to create some tutorials.

206

(5 replies, posted in Scripting)

Editra looks like a candidate...

http://editra.org/supported_file_types

207

(5 replies, posted in General)

I have had this issue so many times with blender. I finally found out how to do it consistently. When I am near my laptop, I will see if I can tell you what things you need to check for.

208

(30 replies, posted in Showcase)

Nice! I knew once some real programers (unlike myself) make a full project with Maratis it can be shown off more.

I'm working on level design and animation right now.

Good job! Looks interesting to play also. I'd like to know how you did your UI elements, it looks like you used material animation for the stars, a loop go the score talley, and text object for tool tips.

209

(5 replies, posted in Showcase)

Nice Vegas! I hardly use blender for modeling, but I could use that technique.

210

(4 replies, posted in Off-Topic)

So how do the branches connect to the tree? haha. I see some files on that link, but what to do with them or where to start, I don't know. Is is just drag and drop the files in a certain folder? I keep hearing about branches on gamedev.net, but I am not sure what they are. If they are extensions, modifications, or re-compilations.

211

(14 replies, posted in Tutorials/Examples)

This process is a good process, but this particular game will be a little too challenging for my first game (at least the scale of my idea for the dress-up game go to big).

I am going to go for a simple 3rd person game with progression through levels. No extra characters, and no complex mechanics.

I will post the progress here...

212

(4 replies, posted in Off-Topic)

How do you install the maratis editor theme? Is it editable easily, or does it require a lot of work?

213

(16 replies, posted in Showcase)

Finally got diffuse maps, ambient occlusion, normal maps, and specular maps working good enough. Now it's time to make some full levels (not just test levels). (Image 30)

214

(2 replies, posted in Editor)

Anyone know how to fix this? I'd really like to use my Mac with Maratis, but for this one annoyance I continue to use my PC.

215

(6 replies, posted in General)

I am thinking of several ways you could do this, and you might want to check out Vegas's current post on making a full GUI.

I am sure you would have to use the hideCursor() function though.
You could also use the getWindowScale() function.
Also, taking a look at the Sponza level code could help.

You also might be able to use the rayHit() function and the getUnprojectedPoint() function. You might even use some 3D Math functions.

I need to try to do this myself. If I get something I'll let you know.

216

(6 replies, posted in General)

Do you want it to look like you are picking up an object?

217

(30 replies, posted in Showcase)

Hi ant0n! Are all of the videos on your YouTube channel made with Maratis? Or do you use another engine also?

218

(44 replies, posted in Scripting)

Okay. I recently posted this idea on gamedev.net, and it seems a few people are interested in seeing how it works. I am going to use Maratis to demonstrate it, so I might need a little help along the way.

I want to give it a little polish though.

Now it's time to work on the senses system...

219

(8 replies, posted in Tutorials/Examples)

I don't know how I missed this post when I was creating my health bar. Nice!

220

(13 replies, posted in Tutorials/Examples)

Cool!!! Thanks Vegas!

221

(5 replies, posted in Showcase)

Thanks Vegas. Google sketchup makes modeling things like that a breeze. That was done in a matter of minutes. Ambient occlusion was baked in Blemder. I just use an emit material for the lights. They don't actually emit light in Maratis of course, but it sells the effect.

222

(5 replies, posted in Showcase)

We are getting fancy now! hehe. If anyone wants to have a download of the "Room of Boxes" level, let me know.

223

(3 replies, posted in Gossip)

Hey zester! Been missing you here. I'm sure you were handling important business. Hehe. Thanks.

I've been learning more about the game industry than anything. Hanging out on gamedev.net. Picking up new terminology and information.

Once I get some things straight as far as my workflow, I'll be able to crank out some more interesting stuff. Thank you so much for your help and HAPPY NEE YEAR!.

224

(14 replies, posted in Tutorials/Examples)

Okay, been learning a lot of stuff on Gamedev.net. I think a level like the one above is possible. I am going to try a new process to development and I am going to try to make it as fast as possible. I think I will have to break it down into small manageable pieces and do things in stages.

So taking the first screenshot I could break up the modeling like this:

Modeling
Texturing
Lighting
Sound
CGS (Customizable game script for testing environment)
Add a Character to walk around.

Then I can break up each task into smaller tasks

Modeling:
Main area shape
Seating
plants
Machines

I could iterate over these with details:
Large Details
Medium Details
Small details (if needed)


Texturing:
Floor
Wall
Ceiling

Lighting:
Ambient Occlusion
Spot & Point lights

Sound:
Main Ambient sound
Secondary ambient sound
Voice overs

etc.

I can use either the SDLC method or the RAD method as my process for doing this. Since this is a test game, I will a mixture of the two models, leaning more towards the RAD system (I want this to go quickly).

So I:

PLAN
DESIGN
CONSTRUCT
DISPOSE

225

(25 replies, posted in Showcase)

Thanks for the links. Browsed em and will read them later. Yeah, I am trying to figure out this whole modular thing. If only maratis had snapping, then I could use it better. That funland level is just four copies of one landmass rotated different ways. But you can see where they overlaps because it shows artifacts where they overlap.

I posted on gamedev.net to get some ideas about old tricks of the trade and realized I don't have to put so many graphical masterpieces in my game. I downloaded Tomb Raider 1 on my ipad and playing that... boy did they over optimize. haha.