Search found 1233 matches
- 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...
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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^^
about your question: no idea, don't have a macbook^^
- 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
Still have some ideas for terrain editing in mind, but i think it would be better to just test the editor beforehand
- 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...
- 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
Also, welcome to the forums
- 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.
- 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?
Also, the "Log" and the "GUI.FontManager" objects look interesting. Do they work in all kind of scripts or just with the scripted messages?
- 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.
- 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,...
- 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)