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Rick

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Everything posted by Rick

  1. The L4D example is great because this is generally used in so many different genres.
  2. What do you mean buy this? DrawText() should be in PostRender() otherwise it won't be seen. I agree with putting everything HUD related in it's own pivot OR put it ALL in the player script. Since the player script already has access to the weapon prefab entity, which means it can access the weapon script, it can access all the data it needs to do the HUD. Putting it in it's own entity, pivot for example, means you have to think more about exposing the required data to it. That script could have parameters to the player entity and weapon entity to get it's info though and be pretty much the same. Generally this just defines the functions (I say generally because they can also create global variables). If you define the functions multiple times it's not a big deal since the functions are all the same def anyway.
  3. Does anyone remember that mini stealth game that metal gear solid had (or maybe it was a separate game). I can't for the live of me find any youtube video's on it. It was the one where you had to avoid being seen by the cameras and soldiers and on your mini-map they showed their view cones.
  4. You can do whatever you want with it. To get it on Steam you'd have to do the Greenlight thing, but yes you can do whatever you want with your game and never have to pay Leadwerks anything more than the $99 you paid to get the engine.
  5. @harry You will get a better response if you list out the game description that you wish to make. Also list out you and your friends skills and what other skills you would be looking for. A lot of online projects to make games fail, so before anyone would want to join they would want to make sure everything fits for them.
  6. So it seems calling Release() on a source gives an error. Isn't a source a resource that would need to be released and if it's not would cause a memory leak?
  7. How is $300 meaningless if it gives you the chance to make a game that, if good enough, could return way more money. $300 is very cheap even if it's just a hobby.
  8. @Mordred This thread is more focusing on programming at this time. That in itself is a big task Maybe someone who has more art skills could start a thread for the art side? For now I'd like to focus on programming for this thread.
  9. I think Josh was hinting at mobile for 3.1 being the highest available OpenGL version for mobile. I think most all new devices support it, and the fact that mobile 3.1 isn't available yet and given all the other stuff I'm guessing 6+ months is probably until it is. This gives a good amount of time, especially in the mobile space, for more of the market to catch up (ie. people buying newer devices). I agree that having support for older OpenGL version would be nice, but sounds like there just wasn't much demand for it compared to everyone who wants the real-time lighting with deferred renderer.
  10. Added Save/Load game tutorial to front page. It's processing now but should be done in 15 mins or so. Need sleepy now.
  11. Yes, you should have read the requirements. Do you have a desktop with a better gfx card?
  12. This seems to indicate your OpenGL version supported is 2.1. Your gfx card needs to support 4.0 for Leadwerks 3.1.
  13. How you load and save is left up to you. I show a couple ways to do it via collision triggers (checkpoints) and an OnSceneLoaded type script, but there would also be UI ways if you had that.
  14. Got a fairly simple method for saving/loading entity data finished. Will be making a tutorial (with files) tonight. This one is pretty slick if I do say so myself . There is probably room for improvement but it should work on any platform once the others come about for 3.1, and it's non programmer friendly I think. Leadwerks could help out a little with providing some more info with things, but it works for now.
  15. There are multiple Leadwerks folders to talk about. You have the steam install Leadwerks folder, the leadwerks projects folder (where your projects get saved), and then you have the leadwerks data folder. The leadwerks data folder is written to the AppData directory (the path I listed above). It's written here because that's where Windows tells applications to write data. If you looked in the path I listed above you should NOT see any sort of exe in there. The fact that you see an exe would tell me you are looking in the wrong folder. Look again at the path I posted above please. If you don't have that folder then that tells us something too.
  16. Look in C:\Users\[your account name]\AppData\Local\Leadwerks for the log file and post it.
  17. Are you using a MacBook dual booting to Windows by chance? Do you have 2 gfx cards in your system?
  18. I noticed that if I put a break point on an 'end' statement to a script function, the game seems to hit it when it starts up, no matter if that function was called yet or not.
  19. This is how I sort of see this. It looks like it's way more noticeable with solid colors (like the white in one of the above screenshots) than busy textures. To this day I still can't tell the difference between the 2 WoW screenshots at the top of this post.
  20. I wouldn't think this is any kind of priority but the reality is we basically have 1 community member who can do any shader programming. Something like this could open it up to more people, just like the flowgraph has opened up some gameplay possibilities to people who don't really know how to code interactions. I feel like if a person knows how to code they often see this as long and tedious but if you don't know how to code these give you a way to do something. Tools like these exist and are popular for a reason, and it's often because the people who know what looks good, aren't programmers. This is why there are so few shader programmers.
  21. @ludwurks Hey, this is thread is more about gameplay (scripting) tutorials than art.
  22. Your English is a little broken so I'm trying to translate meaning sometimes. So I'm not always on the same page with what you are saying
  23. That works in 3.1? Hmm I thought models needed a phy file. I don't have time right now. In the mornings while I get ready (which is right now) I just log on and see if I can lend a hand to anyone
  24. It is for models, yes. That's just the way it works. If you want you should be able to make csg that mimics the model and make it the parent to the model. This wouldn't be a bug report for that reason, but more of a suggestion.
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