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Rick

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  1. Rick

    My Whacky Moles

    Really? That's the first error I've heard about. Have you tried installing the lite version yet to see if that one works for you?
  2. Isn't the new update going to give real-time shadows not at a high cost even on mobile? Isn't that what the blog post was about?
  3. @BenH_76 can you just use dynamic lighting then? What?? Yes, rotate your instanced models any direction you want and you'll be fine.
  4. Just note that doing this doesn't take advantage of model instancing and won't be the most efficient. You'd be better off making those tiled models in your modelling program and then assemble them in LE to take advantage of instancing. Your levels will load faster and take up less memory. For mobile this can make or break your entire game depending on the complexity of it.
  5. What's the exact error and if you could post the entire class definition of GameObject please.
  6. You have to forward declare the other class inside the other class (not it's contents but just the name) in each. So after your include but before your class definition put: class GameObject; // forward declaring the other class class CComponent { .. class CComponent; // forward declaring the other class class GameObject { ... When you do what you're doing you can also ONLY have pointers to the other class. This is because a pointer doesn't actually create the object at the header level so it doesn't need to know the class definition (because at that point the class definition is empty). By the time your constructor runs both official classes have been defined and then you can create the class object. You have to do this so your pointer objects of the other type defined in the class, know that the class name is valid and defined at the header level and so it will then at least compile.
  7. Really? I didn't think that mattered in VS with C++.
  8. Can you show game.h so we can see how you defined those?
  9. Wall thickness is completely based on the type of game you are making. Some games do need wall thickness.
  10. The one thing for the OP that I will say is that I remember in Hammer you could make a big cube, then there was a hallow option where you give the thickness of the walls, and it would basically make the "room" for you. It was pretty nice and allowed you to quickly block out rooms and tunnels.
  11. .NET's "click once deployment" is the easiest deployment I've ever worked with. Would be nice if others would get with the program and take a page out of MS on that one.
  12. From LE's perspective it's a 1 button deployment. That will create the xcode project for Mac/iOS or the Eclipse project for Android. At this point your projects are all setup for you and you just have to build it and test it on device or simulator. I found all this easy. Deploying to the app store for iOS is confusing and complicated the first time however, but again that's Apple's doing not LE's. Android is much easier but still has it's confusing parts. Deploying for Mac/PC is much much easier
  13. To publish to iOS devices you have to own a Mac. This is Apple's requirement not LE's. I bought a Mac Mini. It's the cheapest mac you can get ($600), and it work when running LE and using it to publish games to iOS.
  14. My Whacky Moles is created all in Lua. So you can do that, however you still need Visual Studio and xcode. In LE, it has a C++ program that launches your main Lua file.
  15. The more I read of thier development requirements the more I run into stuff like this. It's pretty arrogant but then again they can afford to be like this.
  16. So I'm making some flyers for my game to post on some boards around the city to get the word out locally about the game. I'm going through a marketing guideline of Apple and how to use their logo and such for print, and came across this interesting guideline. I swear that bird outside had a camera on it...I've said to much!
  17. Not that this answers your questions, but yes, my game is available on Google Play. There is a link in the post to the Google Play store of my game. http://www.leadwerks...y-whacky-moles/
  18. I'm able to drag a gmf file into the editor to import it under Win 8.
  19. I didn't know you could do that in the model editor. Learn something new every day. Very nice!
  20. Rick

    My Whacky Moles

    Thanks Thomas! Any word of mouth is greatly appreciated.
  21. I bought a model of a character that has about 8 different materials to it. In LE2 as long as the material files the model was expecting were in the directory this all worked. In LE3 when I import the model and a material, then place an instance of the model in the scene, and drag the material over what should be the correct part of the model, it applies the material to the entire model. How can I use this model in Leadwerks 3?
  22. http://www.leadwerks.com/werkspace/topic/6622-my-whacky-moles/#entry55293 This is a game I made with Leadwerks 3. It's available on both iOS and Android devices. I think it looked decent, but it's not a crazy visual game. You can download the free or .99 versions to see how they play. The only pain I had was more to do with Apple's process to publish games than anything else. The LE3 side was very painless.
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