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Everything posted by Rick
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I think when you publish the game those "source" files aren't included.
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This exists so that if you now open the fbx that LE3 copied you can modify it in your modeling program and LE3 will automatically convert it each time you save the fbx file from you program, giving you a direct link with no need to keep importing the same model over and over again manually. This is the same for textures. I think it was meant for you to directly save your art assets to the folder of your project from the start.
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This is the human nature way I think. This happens everywhere. Me talking about is indirectly me contributing to it too Forums might want to think about changing a bit to account for it because it's not going away. Maybe the concept of a side conversation allowed on each topic. People never/rarely create completely new posts about another post. Logically it does seem a little silly and less organic and more us conforming to software instead of the other way around. Anyway, I love the idea of this post!
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When doing level design and placing entities it can be hard if your scene is darker. Would be nice if we had a toggle on the toolbar that would override the current lighting and show a full lit scene so it's easier to design in.
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I have an existing solution: I press Update button in project manager and I get error: "This project has no template specified. Please choose the project template folder". Huh? Also, when I go to compile the solution it can't find "Leadwerks.h"
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Yeah Lua has a way of doing that
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Remember to use ->Release() on LE related entities instead of delete.
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Google for it and you'll see a ton of complaints from everyone. It's noticable when the sound is directly from user input. If it's not from user input then you won't notice the lag or it can be masked easier. This is why it's noticable on my game where you press the mole and you expect a sound to be played because of that input. Download some other wack a mole games and check it out.
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The sound bug is an Android bug. I've noticed it on other Android games too.
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Yes. That's what I basically did with my game. Just be aware of texture sizes and how many models you have loaded and drawn and all that good stuff so performance doesn't kick your *** on mobile . Although iOS is much better from what I've seen than Android. Honestly I don't even know if I would develop for Android again. Performance seems subpar when compared to iOS. Sound delay bug sucks. I've sold over twice as much on iOS than Android with my game. Less fragmentation to worry about with tech issues. As a developer the only thing Android has going for it is how many people have an Android device but that doesn't seem like it translates into sales all that much. This is probably why developers build for iOS first and if their game gets big enough they then build for Android and try to get those sales. You might say why not release on both since LE handles it all for you. Maybe it was LE3 or whatever but I had to dumb down my graphics for Android for my game.
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Your advantage over unity is the entity programming. That's really where LE shines when compared to Unity in my book. You can use other things from them without being them.
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I'm not so sure about that myself. There are a few different ways to handle health in games. On top of this though is health scripts that draw and represent that health in many different ways as well because there are hundreds of ways to do that. This is about being able to pick components that can play nice together to build the overall game. You're entire game won't be built this way, but you could benefit from this in many ways. It's about making game development more efficient so we can actually get games finished. That's my view on it anyway. Almost everything can be a script. I do agree logical scripts (no entity needed) is also needed though.
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I've accepted the fact that we won't have multiple scripts again, but the example you gave is more modular than a person making 1 script that does both health and ai. Why would you call it less modular? With multiple scripts I can plug and play 5 different ai scripts to use the same health manager script. That's the entire point of being modular. Building the whole with smaller parts. It also makes the scripts more shareable because zero code has to be copied or moved around. The point it to pick the scripts you want and piece them together. The scripts themselves define their interface which if you want to hook into as another script writer you can because of the defined interface. This is exactly what beo did with my collision script and his level changing script. That's the exact benefit multiple scripts has and it happened organically within the community in a matter of a month of release. Something LE2 really never had. So although I'm done hoping they'll come back, I, and some others, truly don't understand your reasoning.
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So none of the file stuff works on mobile then? We need ways to read/write/get info from files on mobile. That's very central to most every game.
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Check out some of the posts below this to get more detail Aggror: http://www.leadwerks.com/werkspace/files/file/430-next-level/ I don't agree with the global idea but the idea Josh is trying to say is that you can't change levels when inside the engines World::Update() method, which is the case inside a callback since World::Update() is actually calling that callback. You can set some flags and such inside this, and then change it at the start of your game loop. Again, I would avoid globals personally as there is for sure a better way to handle map switching but to each their own.
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I've never ran into that before but makes sense. So our workaround could be to combine the alpha with the diffuse in an image editor and then make those 7 unique textures. Should work but not the most efficient. Give and take I also have to think this probably isn't that hard to do. I'm sure Shadmar, or maybe me with Shadmar's help, could do this. We could use one of the available texture # slots.
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Do we need an alpha shader? If you make parts of the texture transparent in an image editor and check Alpha in the material that you create it should remove those parts in LE. I guess I always assumed that's always how alpha was handled. I'd rather have the actual texture have the transparent parts vs an additional alpha map if possible.
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Yeah, a design light is something I'd like to see implemented in the editor. Something that we can toggle on/off and only for the editor and not in game so we can easily design with full brightness, because it's clearly easier, and then toggle it off to see how it looks "in game".
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Is this complete? If not what is the status on it? I'm looking at getting back on the mobile path again and this is fundamental for any game.
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Yeah, you have to check the distance and call Stop() if within a certain distance.
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Don't they only offer so many of the higher ones? I notice some would say 5 of 5 remaining or something.
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Follow() seems like it tries to get to the exact point the thing it's following is. This however generally isn't possible because it collides with the thing it's following. Generally you'll want to do a distance check with the thing it's following and when it's < a certain value call Stop() to make it stop following. I noticed the sinking into the ground (only in certain areas of the map) also. Might be a bug?
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It is, but LE3 gives you these 2 new functions that make our lives easier for AI.
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Generally speaking you don't use SetInput() for NPC/AI. Look at functions like Follow() or GoToPoint(). http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/ look at the Navigation section for others. It really is that easy
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Josh has said he's working on OpenGL 4 (deferred rendering I believe) and Chris and someone else would do the port to Linux if the campaign is a success. That does mean Chris won't be doing tutorials and documentation as heavily or at all though. There will always be a give and take no matter what they decide to do.