-
Posts
7,936 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Rick
-
Should be able to drag a material from the Material folder onto the 3D face itself. It's almost too amazing you don't even think about it
-
Does the purchasable Beta include the lib for us C++ people? Want to make sure before I purchase.
-
I am considering LE3 for this for the mobile aspect. It's different gameplay than DA though. I mean, the Solo Warrior is mysterious and you never know what he/she will do...
-
WASD movement and space to attack. I don't think you can rotate the camera, but I think this is just meant to be a quick example.
-
[edit] I think our point has been made. Now we wait.
-
The fact is a "base" LE3 would not be considered an upgrade on it's own (if you don't include Mac). What it would do is set yourself up for the upgrades over time. I think my proposal is reasonable and gets Josh his money and us a way to pay slowly over time for what we want.
-
You could take the flowgraph out, and maybe even Lua & Mac support? We just get C++ and the Editor and only program for Windows. Charge $300 for it. Want Lua? Add $200. Want the flowgraph? Add $200. Want Mac support? Add $300. That's $1000 total there (the same you are asking for and you don't even have to give a discount to existing users now (I don't think anyway)). Then I think for the mobile platforms you are probably fine with still charging 1K each. This would most likely keep your current base ($300 is very doable for basically what we have today but better API and ready for the future), and should help expand because of the other features you have available. If the flowgraph and Lua are really that useful, then people will buy them, but give them a chance to work a couple months to save for these things. If a small game dev company comes in, they can buy all those tools at once and it would be the same as what you are trying to do now. This gives the best of both worlds and I think a decent compromise. You could then even charge like $25-$50 for each OpenGL renderer you make, but because it would be once a year or whatever, it spreads the cost out for people. I'm not opposed to giving you $3k but not in 1 shot for a unproven new engine. It's to risky. Let me ease myself in.
-
He wrote it in his blog: http://www.leadwerks.com/werkspace/blog/1/entry-1048-announcing-leadwerks-3/ The text right after the video.
-
Yeah, I am concerned about LE2 support/community as well. Maybe an LE2 fan site needs to be made to make sure we have a place? If it's not being sold or maintained I think it'll die off though, unless the majority of everyone rebels against Leadwerks 3.
-
Will there be an eval version available?
-
The Solo Warrior seen in action in The Forest (not an alien forest even though the grass is teal atm). Can the DA goblins take him out? (disclaimer: the Solo Warrior might have a sex change before it's all said and done).
-
I'm using the grass that comes with LE and in the editor it looks just fine, but in my game it's teal. It wasn't always teal though. It was normal at first, then something happened and now it's teal. Any ideas on where I should start looking?
-
Sounds like that model's animation may have been done with physique? Has anyone ran into issues around that?
-
I seem to remember seeing this before but can't remember how to solve it. I purchased https://picasaweb.google.com/112624477027860576345/FemaleWarrior?feat=flashslideshow#5627993886575515010 and converted the FBX in UU3D to GMF. When it's not animated in the model viewer it looks just fine. No red or anything so I seem to remember that telling me the mat files are setup correctly. However, when I play animation the model gets all distorted to the point of being unrecognizable and the view looks like it's zoomed in and it's just all messed up. Anyone have any ideas?
-
Or you can turn out 1 mobile game a month (good, bad, or ugly) and make a decent living
-
Also, just note that your engine class is just the start of things. You "should" have many more classes and your engine class "should" pass control around to these more specific classes. A common way would be a Finite State Machine. see the asset store for some code for that, but it helps break your game into more manageable components.
-
I generally don't make any global variables. Put those global variables inside your class. Give your class an Init() function that does all these other things like creating the camera and such. Give your class a Run() function that does the main loop, and give your class a Destroy() function that cleans everything up. Your main function would then look more like: int main() { MinceMachine Engine; if(!Engine.Init()) return 1; Engine.Run(); Engine.Destory(); return 0; } Nice and clean! I think the purpose of int main() should be to pass control as fast as possible to a more organized system. This is what I warned Josh about with examples that he makes. He makes things global and everything inside int main() which I get for the point of showing the example, but for newer people to C++ it gets them into bad habits and we end up with a game written entirely inside int main().
-
@Mince Doing this will make moving your characters more complicated than using the Character Controller already provided. Something to consider might be using the built in Character Controller for moving around, but when something happens that you want to use forces for, you can disable the Character Controller, and then enable other physics objects that are parents to the model and then apply physics. This can give you the best of both worlds.
-
Yeah, I don't do 3ds max. We could make a plane in LE3 and do the same thing right?
-
Would there be a way to take a terrain created in LE2, and make it a model so we could use this shader on it? I ask because my current game has all outdoor scenes with terrain. It's more of just a background but would be nice when I port my game to just be able to port the terrain from LE2.
-
I wouldn't consider networking bare-bone features by any means. Getting a game networked is complicated and there are many things that have to be done to get it working well. Terrains, yes I agree.
-
The Solo Warrior is a mystery. Nobody knows where he came from. More to come...
-
From what I'm experiencing we pretty much have to position controls by aspect ratio. Once you do that, then all the resolutions in the same aspect ratio seem to scale just fine. For mobile programming this can get stupid because there is a wide range of aspect ratios out there, but to make controls scale correctly with resolution using %'s seems to be the best way, but when you do that for a particular aspect ratio, other aspect ratios don't look right and get all screwed up.
-
Just a shot in the dark here but no matter what font I configure to load the size of the font is always the same. This doesn't make any sense. In my xml file I have a font_name & font_size tag which when I load the xml UI file in, I load the font file into a map of maps. The font names are all in a directory like "FontName-14.dds". So I combine the name + size to load the font. It looks like all that is working fine, but no matter what size I pick the size of the font visually looks the same size on screen. This is driving me nuts [EDIT] Even if I change one of the buttons font styles to say Comic-20, I see in the font container I have that's it's loaded, but the font is still the other font I'm using for the button. hmmm [EDIT2] I changed one of the buttons to Comic-14 (which I don't have) and the font container shows it's a bad pointer but the button still uses the other font and not 14 size. Am I missing something about SetFont()? Each Widget has a TFont variable, and when I load the Fonts I load them into a UI class which holds all widgets. After loading a widget I set it's TFont variable to the UI's TFont that matches the name & size. It's almost as no matter what name/size it requests it's always giving some default one. [EDIT3] I know I'm rambling but this is so confusing. I remove all references of the other font and only Comic is in the xml file. The font container reflections this, however everything is still using the old font. *sigh* [EDIT4] Son of a!! Don't name your function names the same as LE function (::SetFont() instead of my classes SetFont())!!