In this micro-blog, I'll showcase how we at Third Kind Games implemented better logging in our Lua scripts. In order to log something to TTY from Lua you'll typically do that following: Debug.Log("Output to TTY please!") Which is OK and will do what it says, however, in order to disable that particular piece of logging, … Continue reading Bark at the Moon: Better Lua Logging
Tag: Lumberyard
Bark at the Moon: Lua for C++ Programmers
Lumberyard uses Lua as its main scripting language (flowgraph and script canvas notwithstanding). Here is a great little 30-minute video which new programmers in Lumberyard may find helpful! https://channel9.msdn.com/Events/GoingNative/CppCon-2017/101
Creating level maps in Amazon Lumberyard using satellite data
Here's a quick tutorial on how you can create very quick prototype maps in Lumberyard, using actual real-world satellite data. There's a lot you can do with this method, particularly if you don't have access to expensive terrain generating software, and it's a perfectly adequate method to use to create levels since Lumberyard's terrain tools … Continue reading Creating level maps in Amazon Lumberyard using satellite data
Adding A Project Menu To The Lumberyard Editor
In this post I'll be showing how we at Third Kind Games have extended the Lumberyard Editor to provide a custom menu for project specific actions and configuration setup. Firstly I'll show you how you can trivially register and layout menu items with the system from your game code and gems. Finally I'll provide the instructions … Continue reading Adding A Project Menu To The Lumberyard Editor
Conventions … Indie stylee
So, you've got a demo of your game and you're ready to show it off to the world. Whether it's to industry folks or the public, you've decided to have some presence on the wider stage and attend conventions. Congratulations! This blog is a short collection of tips/advice I've gathered over the years from doing … Continue reading Conventions … Indie stylee