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Vectronic: Demo Release!


reepblue

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Note: This is pretty much a copy and paste from this post here with a few tweaks.

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After 3 years of planning, modeling, texturing, and a lot of engine hopping, I was able to create a playable demo in the Leadwerks Engine for Windows and Linux (Debian/Ubuntu/Mint). You can download the demo from this page. A small demo was created not only to test the basic elements of the game in the new engine, but to also give back to those who have been supporting this project since I started talking about it.

 

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I'm also announcing that from here on out that the development will be more open. How open? Well first you can always check the Trello page to see the progress at any time, If you wish to help, drop me an e-mail. Feed back is welcomed with opened arms. You can do this simply by e-mail or twitter @reepblue. I'll do my best to respond if necessary.

About Vectronic

Vectronic is a first-person environmental puzzle game inspired other games of the same genre such as Portal, Quadrum Conundrum, and Q.U.B.E. Players must solve puzzles using special power balls that effect boxes that changes their behavior in the world. For more information, please visit the Q&A. For additional help, click here.

Please let me know what you think. Although a short primitive demo, this is a big milestone for the project in the indie path.

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Cool, just tried it. I think better footsteps would be good, kinda sounds gravely on a smooth hard surface. Also some things would flicker like doors and switches, not sure it was a view range thing. Nice demo and nice graphics.

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Cool, just tried it. I think better footsteps would be good, kinda sounds gravely on a smooth hard surface. Also some things would flicker like doors and switches, not sure it was a view range thing. Nice demo and nice graphics.

 

I'm aware of the flickering issue, so far my findings have been that it's something to do with animated models and AMD gpus. From your profile it seems you have an integrated chip. Do models flicker in other LE games? Gonna test the Advanced Shooter template now.

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I have an AMD gpu r9 270x. The buttons and doors flicker un the distance, but are normal when you get close.

 

On my AMD Linux machine, (A 5770 HD), I tried the AI and events SDK map even though it's a smaller map, and the only animated models are the crawlers. Trying to figure out if this is my models and how they are rigged, or AMD with Leadwerks. So far the reports are coming from AMD users. Don't think it's the fact it's on linux as I tried it with my machine with Mint, and it ran like it should.

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I have flickering ussues like door flickering, ceiling object or the big rounded button on the wall flickering tesing your game on my Radeon 6700.

What is strange is that i don't have this issue on other 3D engines, or playing games.

It's only happening on LE3, it seems that is some adjustements to be made in LE3 instead perhaps ?

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Do you have the Occlusion culling checked on those objects? I think that caused characters to sometimes flicker in my game so I ended up disabling it.

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Do you have the Occlusion culling checked on those objects? I think that caused characters to sometimes flicker in my game so I ended up disabling it.

 

This seemed to fix it. Hopefully doing this on all props will not impact on performance too much. I might have the actual maps be small (A one puzzle per map rule, sorta like Portal 2.)

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Because the occlusion test itself has a performance cost, this option should generally be left to its default state.

 

Strangely enough, with the Linux version of the editor this defaults to true, and in Windows, it defaults to false. I can't recall if I checked it or a 3.5 beta build automatically did this. Ether way, I force my elements to set it to be false in the start functions as it fixes the issues with AMD GPU's and the statement above.

 

I wish to update the demo with this fix and the crouching fix for Linux players.

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