Search found 1233 matches

by Jay
Tue Jan 26, 2010 12:22 pm
Forum: Game Designs
Topic: Jay's game thread (The Towers of Trembolon)
Replies: 131
Views: 19533

Re: Jay's game thread (The Towers of Trembolon)

Day 2 of the big redesign - Inventory code 50% ready and working. http://www.mediafire.com/i/?yhthcnldzom This is the first screen of the new inventory layout. Moving the mouse over the icons brings up further information, which is displayed in the middle part of the screen. On top are the Main Weap...
by Jay
Mon Jan 25, 2010 11:56 pm
Forum: Game Designs
Topic: Jay's game thread (The Towers of Trembolon)
Replies: 131
Views: 19533

Re: Jay's game thread (The Towers of Trembolon)

Day 1 of the big redesign - New Fight system code 100% finished and working. Screens: Fight Style 0 - All Weapons in sheath http://www.mediafire.com/i/?wn2dmg4hygj Fight Style 1 - Sword and Shield (or just Sword, at the beginning when you don't have a shield) http://www.mediafire.com/i/?1ljq2ddjmd0 ...
by Jay
Mon Jan 25, 2010 3:30 pm
Forum: RF Scripting
Topic: Why the robot do not dead
Replies: 3
Views: 1951

Re: Why the robot do not dead

In the docs subdirectory in the RealityFactory directory, there is a file. This file is 'the docs', as we call it, also known as 'The RF manual', and it is the reference for RF. If you look around in it, then you will also find the pawn scripting command documentation.
by Jay
Mon Jan 25, 2010 3:24 pm
Forum: Game Designs
Topic: Jay's game thread (The Towers of Trembolon)
Replies: 131
Views: 19533

Re: Jay's game thread (The Towers of Trembolon)

The project does not continue in its original form and many parts had to be redesigned. I am dropping the RPG part. There will be no character development, moreover there will be a system like in the zelda games, where you get a new tool each dungeon, and can get power-ups and make your equipment be...
by Jay
Mon Jan 25, 2010 1:55 pm
Forum: RF Scripting
Topic: Why the robot do not dead
Replies: 3
Views: 1951

Re: Why the robot do not dead

To fade out the pawn, use the FadeOut command. To remove the pawn from the level, use the Remove command afterwards. You could add those two lines to your Death order: FadeOut(0,10); Remove(true); For more information, look at the HighLevel script commands documentation. EDIT: If the problem persist...
by Jay
Mon Jan 25, 2010 11:12 am
Forum: Bug Reports
Topic: [FIXED 0.78.0] Accessory Bug + fix
Replies: 1
Views: 1501

[FIXED 0.78.0] Accessory Bug + fix

It is possible to add the same accessory twice to a specific pawn. They have the same EntityName, and they have to be detached twice (i think). You will not see any difference in the game since they are at the exact same place (but i think they are rendered twice) Since they should work like the paw...
by Jay
Tue Jan 19, 2010 11:01 am
Forum: General Discussions
Topic: MOVED: Camera question
Replies: 2
Views: 574

Re: MOVED: Camera question

Hello and welcome to the forums. I moved your topic, because we are a game design forum and your question is more of a general one.

about your question: no idea, don't have a macbook^^
by Jay
Sun Jan 17, 2010 4:51 pm
Forum: General Discussions
Topic: GameDirector
Replies: 17
Views: 1889

Re: RealityEditor

An idea that comes to mind in an instant (haven't event played around with the editor yet, but will do so soon), is having a key which allows 'drop to floor' of an object.

Still have some ideas for terrain editing in mind, but i think it would be better to just test the editor beforehand ;)
by Jay
Thu Jan 14, 2010 3:47 pm
Forum: Level Design & Entity Usage
Topic: Short Detail Brushes Guide
Replies: 0
Views: 2575

Short Detail Brushes Guide

This little guide is for everyone who does not know how detail brushes work, or who has problems determining which brushes should be flagged as 'Detail'. First, to understand Detail Brushes: In the BSP rendering algorithm, the computer first determines which faces are visible and which are not befor...
by Jay
Thu Jan 14, 2010 12:40 pm
Forum: Setup, Post Install Support
Topic: can't preview after building
Replies: 3
Views: 2283

Re: can't preview after building

just a question: Where did you download the version of RF you are using (RF075A)?

Also, welcome to the forums :)
by Jay
Wed Jan 06, 2010 11:54 pm
Forum: RF2 Discussions
Topic: RF2 Camera Design
Replies: 8
Views: 2516

Re: RF2 Camera Design

It would also be nice to be able to change the rotation of the camera by script (I only see the position property in your list, would be a vector3). Other than that, i think you have all the essential properties.
by Jay
Mon Jan 04, 2010 11:09 pm
Forum: Programming
Topic: RealityFactory 0.80 - WIP
Replies: 66
Views: 54300

Re: RealityFactory 0.80 - WIP

Wow. Seems like you have been busy with this. Will all messages have to be scripted, or will the current ones still work?

Also, the "Log" and the "GUI.FontManager" objects look interesting. Do they work in all kind of scripts or just with the scripted messages?
by Jay
Wed Dec 30, 2009 9:25 pm
Forum: RF Scripting
Topic: Projectile Fail
Replies: 7
Views: 991

Re: Projectile Fail

QoD means the actors of the enemies and the player, not the projectiles.
by Jay
Mon Dec 28, 2009 7:39 pm
Forum: Bug Reports
Topic: Is this a bug or should I blame it on Vista?
Replies: 11
Views: 2900

Re: Is this a bug or should I blame it on Vista?

...That log file looks completely normal to me. It looks as if you had started RealityFactory.exe, selected new game, then after playing around a bit gone to the menu again, started a new game again, then after playing going to the menu again, and then exiting the game through the exit button. Also,...
by Jay
Mon Dec 28, 2009 5:09 pm
Forum: General Discussions
Topic: MERRY CHRISTMAS
Replies: 10
Views: 1763

Re: MERRY CHRISTMAS

Oh, merry late christmas! (Wasn't online much on the happy days)