Looks pretty good. Is that planet a part of the background or a physical object?

2

(15 replies, posted in General)

You can always just make it fullscreen, just make a new batch file and put in : (Program name here) "" (width) (height) (1 for fullscreen, 0 for windowed) and then use some program to convert it to a .exe, and then just hide the other one.

3

(15 replies, posted in General)

Either way, it REALLY needs to be implemented.

4

(7 replies, posted in Showcase)

Finally, a REAL Maratis project.  It's looking good so far, and it seems like you're actually making some progress.

5

(15 replies, posted in General)

I'm not very sure about this one. IS there a way to change the window title when you publish it? It's an essential thing to polish, and I'm pretty sure the developers couldn't have overlooked it. Do I need to add some LUA code? I can't find anything about it on the wiki. Do I need to modify something in the published folder? Anyone know?

6

(36 replies, posted in Scripting)

Well, if you want to spawn an entity, make a single instance of the entity you want to spawn (with all the properties) and create a table for all the clones. Then use getClone(parent), which will create a clone of the parent entity and return it, and just put that in the table. Then you can just use a for loop to cycle through all the clones and make them do stuff.

7

(61 replies, posted in Editor)

I also have a few features I'd like to request :

1.Some sort of freelook camera editing mode, because the orbit camera your using for editing is useful in some cases, but If you have a really complicated level and want to place some entities in it, it can become a real pain to get the camera to where you want it.

2.I would also like a way to change the window title when you publish the project. I don't know if I'm just stupid and didn't notice a function for that, but when I publish the project and run the .exe, the window says 'Maratis' on it instead of the project's name. This probably would be implemented in the future nonetheless.

3.An official way to choose witch scene and level to start in. Currently the first scene and level is the last one that was modified.

4.An in-built command reference. My internet is really unstable, and if I forget a function I'd have to wait for the internet to come back up.

5.A particle system. 'Nuff said.

6.Some sort of system for creating, reading, and editing files. This would be useful for saving, and a lot of other things too.

Sorry for the huge wall of text, I have a lot of ideas.

8

(4 replies, posted in General)

anael wrote:

do you have the same problem if you use a sphere shape for the character ?

also, check that your map doesn't have faces in double or unconnected edges.

Well, I removed all the doubles, and that didn't help, but when I switched to the sphere collision it worked perfectly [for now]

9

(4 replies, posted in General)

Tutorial Doctor wrote:
X54321 wrote:

OK, so I have a basic FPS rig set up in maratis, and I have made a map in blender. When I made the blender map, I used a technique that had an end result of a wall being split into several rectangles. My problem is, when my character is colliding with the map, it works fine except when I am strafing along walls. When I do that, occasionally I come to a complete stop. I think this is because of the aforementioned technique, and the rectangles are messing up collisions, but I'm not too sure about it. This has also happened before when I am falling against a wall I may suddenly land on the bottom edge instead of slipping off.
So, if someone has had this experience, or might know how to fix it, please tell me.

What collision type is your map? Triangle mesh? What collision type is your character? Convex hull? Also, where was the origin of your map mesh in Blender? At the center of mass?

Some pictures would help also.

OK, I will have pictures up in a bit. My map's collision type is triangle mesh, and the character's type is capsule (I have also tried convex hull and rectangle). The map's origin is in the center of mass (I used Ctrl+Shift+Alt+C and then Origin to Geometry and reset the position)

10

(4 replies, posted in General)

OK, so I have a basic FPS rig set up in maratis, and I have made a map in blender. When I made the blender map, I used a technique that had an end result of a wall being split into several rectangles. My problem is, when my character is colliding with the map, it works fine except when I am strafing along walls. When I do that, occasionally I come to a complete stop. I think this is because of the aforementioned technique, and the rectangles are messing up collisions, but I'm not too sure about it. This has also happened before when I am falling against a wall I may suddenly land on the bottom edge instead of slipping off.
So, if someone has had this experience, or might know how to fix it, please tell me.

*And yes, I have tried merging the faces, but I can't find a good method of doing it efficiently, I either have to delete the faces and make an entirely new face to replace them. I also use "F" to create a face, but that almost never does anything for some reason.

Here are some pictures:
Problem1
^ this shows the type of technique I am using
Problem2
^ this shows the scene in maratis with the player's physics properties
Problem3
^ this also shows the scene in maratis, but with the map's physics properties.