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Messages - FI-ScottZ

Pages: 1 ... 3 4 [5] 6 7 ... 93
61
Scripting & Programming / Re: Mouse handler and Stateful object
« on: Dec 20, 16, 03:16:41 PM »
Sorry I didn't see this sooner. There is already server-side handling of mouse events built into HeroEngine. Look at the server script _InputHandlerClassMethods.  When the client-side version of that handles input it automatically relays it to the server. You can see that in the client function ServerMouseEvent() where it does a RemoteCallServer().

So you can handle the shared function InputMouseEvent on server-side classes just like you do on client-side ones.

62
Developer Hero Projects / Re: The Exile MMO project
« on: Dec 14, 16, 05:13:28 PM »
Good luck at the show. It is a real rush when you get the general public trying out your game and really digging it.

63
General Discussion / Re: New Forum Layout Sucks
« on: Dec 14, 16, 10:56:39 AM »
Bah, stupid click bait!  :P

64
Art & Art Pipeline / Re: Understanding Texture Formats?
« on: Dec 13, 16, 03:50:47 PM »
Yes, I believe DDS is the (only?) format to support mipmaps which allow 3D assets to use smaller textures when rendered smaller.  For gui images which are rendered strictly in 2D we use PNGs since they don't need the extra overhead associated with mipmaps. But you can use DDS for GUI as well, and for all images if you choose.

65
General Discussion / Re: Is hero engine right for me?
« on: Dec 09, 16, 02:02:52 PM »
Quote
So im looking for a MMO engine that requires little programming and little 3D model making
That is a pretty tall order.  Most any game, and specifically an MMO, is not going to be easy, per se.  And you don't really get assets to use, other than as placeholders, at least from what I remember of licensing.

I don't think any engine will really make making a game easy, other than basic ones like GameMaker Studio.  But with some effort in studying, particularly with good background experience, it can produce very good results.

66
Developer Created Tutorials / Re: Any basic tutorials?
« on: Nov 27, 16, 11:56:06 AM »
There are many tutorials on the HeroWiki site:
http://hewiki.heroengine.com/wiki/Main_Page

I recommend bookmarking that as it has tons of useful info.  Mostly text tutorials there, but you can see under the "Scripting" section on that main page it shows some coding videos.

Character creation is a big topic. I think you would be well advised to first become familiar with the language, coding environment, and engine architecture. Then you will be able to read through the script files and more easily understand how things are done.

67
General Discussion / Re: Having problems setting the engine up
« on: Nov 26, 16, 12:04:50 PM »
Also, there are some videos on the HeroEngine youtube page:
https://www.youtube.com/channel/UCvEmNlM6s8-Phk8Y3VdRz3w

and a user named Raven did some in the past as well:
https://www.youtube.com/playlist?list=PL57F377901097736D

Some of these might be a bit out of date as the engine has gotten udpdates since then, but for the most part they should be useful.

68
General Discussion / Re: Having problems setting the engine up
« on: Nov 26, 16, 11:59:27 AM »
Because the assets are stored in the cloud rather than installed locally, the first time you encounter the assets they get streamed from the server and then cached locally.  Once cached they can be loaded from there much more quickly. But that is the reason it takes so long the first time.

When you are far enough in development, Idea Fabrik will build you an installer exe that puts the cache in place as part of installation so that it doesn't need to be streamed during the game, and that is the thing your eventual customers would be getting. Until then, streaming of assets is needed.

69
General Discussion / Re: math script error?
« on: Nov 21, 16, 10:48:32 PM »
i believe that for 5 and 10 they are integer literals and so it does integer division which gives 0.  As 5.0/10.0 you would get the proper fraction.

70
General Discussion / Re: A few questions before buying
« on: Nov 05, 16, 06:51:47 PM »
Regarding mmo's, I would add that really the game only needs to be an "o", so to speak (online). The engine cannot make an offline game. Although the engine does have extensive infrastructure in place to support massively-multiplayer games, the game does not need to be multiplayer at all, much less massively-multiplayer.

71
I wonder if some gui relies on a class that has bad parents.

72
Game Dev and Gaming / 3D Buzz Training
« on: Oct 19, 16, 05:03:02 PM »
I normally wouldn't post about stuff like this, but felt like this was something to share.

First is the site, https://www.3dbuzz.com.   I don't have any vested interest it; it is just a helpful site for tutorials on game development, art, and programming.  I have used some of their training in the past and it might be helpful to others.

Also, they posted notice that one of their founders is battling cancer and raising money for them, so I thought I would pass it along in case anyone is interested:

https://www.3dbuzz.com/blog/2016/10/19/jasons-fight-with-stage-4-cancer/

Thanks.

73
General Discussion / Re: HeroEngine Collaboration Video
« on: Oct 16, 16, 07:47:40 PM »
I don't understand the confusion here.  The video is clearly labeled Collaboration, so that is the focus of it and nothing else should be concluded from it, certainly not the rendering.  I'm guessing the assets used in the video are likely placeholders, so how they look doesn't really matter; they could have just as easily been simple whiteboxes; only with textures they look a little more interesting than that.

I also don't know why anyone would expect there to be incremental improvements in graphics while the work is ongoing. When the update is officially put out, at that point there would be an improvement. Until that happens, it is naturally not going to look any different.  In other words, how things looks in a video is no indication at all of how close the work is to being done.

74
I think it might work to parent the props to the platform, then they will stay in the same position and rotation relative to the platform.

For that, since the props are client-side, you would set the property as such:
Code: [Select]
propNode["ParentInstance"] = platformNode
You would parent the props first, then set their position and rotation which are relative to the platform.

75
Scripting & Programming / Re: Reconnecting clients to a game
« on: Oct 03, 16, 07:46:44 PM »
Yes, in that inside of the overridden tick method I can at that point do what is required of our game for when the player does not reconnect in time.

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