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Everything posted by DerRidda
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How are you going to tackle melee weapons? Basically just a very short range hit scan weapon (like HL2's crowbar) or something else?
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I tend to agree. I added a very simple recoil mechanic, select-fire, basic hud elements, ammo scarcity, ammo pickups and some more crawlers to the AI and Events map and it made that super short sequence I played a hundred times over a lot more fun.
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As a rule of thumb: If the sound file is coming from an entity in 3D space it most likely has to be mono. "Disembodied" ambient sound and background music could be stereo.
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Some of your wav files might be stereo while you are probably using them in a situation where they need to be mono.
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Thoughts on how Indies should look at platform market share.
DerRidda posted a blog entry in DerRidda's Blog
This was planned as a response to this thread in the micro blogging system (See: http://www.leadwerks.com/werkspace/statuses/id/7596/) but look at the size of it and you will see why I made it a proper blog post instead. ___ Here's a hard truth for indie devs: Your stuff isn't anywhere near popular enough that you could even consider the dynamics of the entire market as you do not have a snowballs chance in hell of getting that kind of traction for your product. You are not going to reach the clear cut and homogeneous entirety of the Steam user base. Instead you are probably going to reach a barely predictable heterogeneous fraction of it. The majority of the market will simply not care so addressing an under served niche audience as well as the bulk of the market can be a very prudent choice. There's a reason why all three big Mac port publishers (Aspyr, Feral and Virtual Programming) have collectively started rolling out Linux ports. They understand the dynamics of a niche market, they have done business in one for years, exclusively. Check out these sales data articles (https://www.gamingonlinux.com/articles/sales-statistics-from-developers-part-3.4090), they are mostly concerned with Linux but quite often include Mac data as well. While some of these numbers are silly low ( often owed to the fact that these ports released months after the initial Windows only release and if you look at Rust in article 1 and 3 they manage to catch up) both platforms combined can run anywhere between 6-15 percent regularly, significantly more in extreme cases. It's mostly the popular indie titles that have platform statistics more in line with total market share. But be frank with yourself: How likely is it that your game is going to be the next Rust compared to the likelihood of it being any of these games you have never heard about before? Could you honestly just ignore around 10% of total sales? (Much more in percent if you look at it as an increase over a Windows only release.) In essence you are running the Lemonade stand on the street so thinking like you were the CEO of Coca Cola doesn't exactly apply to you. And while Mac's growth is certainly limited due to the nature of being based on premium products (Some people will never shell out this much extra for a computer while cheaper options exist.) Steam Machines could increase the size of the Linux install base enormously while having just about no chance of negatively affecting the Linux market share. The people that are already using Linux for gaming on desktops do not care whether or not console machines do well or fizzle into irrelevance. -
The last guy in that quote has shipped plenty of Linux and OS X game ports already but he is prone to hyperbole. But even if you don't want to use it, reading SDL2's code would still be good, especially to get a proper full screen window and not just a borderless full screen window, like them lazy devs do.
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Here's something a little more helpful somebody dug out of his IRC logs. N***r: <S2Slacker> It uses EWMH fullscreen instead of using an override-redirect window on top that ignores the window manager N***r: <N***r> but it still uses xrandr or something to change resolution? N***r: <S2Slacker> yes, NV-CONTROL for nvidia and RANDR for ati/intel (and nvidia if dynamic twinview is disabled) N***r: <S2Slacker> just can't use XFree86-VidModeExtension as the fullscreen hint doesn't work right for gnome/kde when you change resolutions using it N***r: <S2Slacker> that's why you can't change the fullscreen resolution when using Xinerama This is quite old though.
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BTW: The Leadwerks account has over 1k followers on Twitter, maybe put out an official call for help there, so more people can see it and will RT it. The more eyeballs on this, the better. X versed devs don't exactly grow on trees. EDIT: Nerds react too... Writing directly to X11! m***u: just borrow from SDL N***r: oh he's coding directly for X? N***r: maybe create an SDL wrapper for him and say 'just use this damnit' f***o: **** me who seriously writes to X anymore f***o: i don't know what this code does and neither does anyone else in the world
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I've forwarded this in a few places and looked at it myself and while I'm not that great a coder I don't even fully comprehend the where and how you are trying to create a full screen window after reading it (I only see redirecting the override but that sounds like stuff is missing). Mind pointing it out? Also: http://www.tonyobryan.com/index.php?article=9 At the bottom there's a Linux/GLX related tutorial: http://nehe.gamedev.net/tutorial/creating_an_opengl_window_win32/13001/ And have you looked at how SDL does it? Even if you are not using it wholly you can still use their code, the zlib license allows for it.
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Sorry, I'm partially at fault for the massive derailment that has happened here. Dominoes, the whole lot of us!
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I think it might be worth reevaluating that choice. Source2 seems to be going that way too and Valve is quite a fitting example here, because they have been criticized for their tools - especially Hammer - for years and it looks like UE4 is doing the same thing. Aren't the issues with the OS X version related to the editor as well? I don't really believe all that much is holding back the engine component.
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I know that SDL is not UI related, it was just a general comparison about your stance on third party libs but still you are underselling SDL by orders of magnitude, it does more than just context creation, input handling and windowing are also included two areas in which Leadwerks currently has issues especially on Linux. If those get fixed, fine, I like how few dependencies Leadwerks has but having seeing how I still can't get a full screen window on that platform, let alone use any of the other window flags, nor use my mouse wheel I personally don't see it working out in a way I could reasonably consider acceptable. But enough about that. Since this has become a UI discussion: Have you ever considered a Blender-esque approach? They basically went and flipped the bird at all the UI toolkit stuff and implemented their UI in OpenGL "in engine" as far as I understand it. It doesn't look native anywhere but that's also an advantage because no matter what you run Blender on, everything looks and works the same. The Leadwerks editor basically just being a Leadwerks engine application, using its own GUI implementation to supply all the tools needed. If that GUI was completely exposed to Lua this could mean crazy potential for customizability. The Steam Workshop full of community made editor customization? Sounds like a selling point to me. And while it initially means more work, because all new things do, in the end you only have to support one distinct code base instead of the aging BMax editor + engine. I know you don't want to throw away all the effort you have put into the editor so far, nobody would, doesn't the state of the project concern you? What if you were suddenly forced to jump ship? Will that mean 2 years of recovering as well? Not a situation I would want to find myself in, feels like being held at gunpoint.
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Not the first time I've heard that from people that have been in this community for far longer than me and I generally agree. No point in relying on unmaintained, dead tech that limits your product. Josh is usually very picky about 3rd party tech as he doesn't want to rely on something he can't control, or so he said. That's why I really don't understand why BlitzMax is still being relied upon when it already causes all these problems and something as proven as SDL is being ignored. And about that visual GUI editor, that stretch goal was already mathematically reached when the OUYA one was canned, I also agree on that front. Cutting two stretch goals and not delivering on the other ones even though the math makes sense leaves a bit of bitter aftertaste in my mouth. I would love to see one - the best - of the community made GUIs to be bought/licensed and fleshed out into an editor. That would eliminate duplication of effort in the community with every other project rolling a GUI system of their own and for Josh who doesn't have to start from scratch, keep the money to the stakeholders and the competition might just encourage people to deliver something great.
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Time to add a melee shove a la Left 4 Dead maybe? Shouldn't do damage but just shove the enemy forward.
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Grenade explosions aren't actually all that spectacular, like most explosions actually. There's no fuel being burned in the air, these flamesplosions are Hollywood nonsense. Look at this: The only thing you really see is dirt being kicked up.
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Reevaluate that option when OpenGl next is out, which is supposed to unify mobile and dedicated graphics and Android L is a reality. But for now there's a million more worthwhile things to do imo. Especially considering OS X, which should be the first new (old) platform to be added.
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On some keyboard these are Shift or AltGr layer characters. I agree with the original suggestion, that does sound useful.
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That is indeed the case but the full thing is there.
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The near future was already a couple of months ago. See the penguin here: http://store.steampowered.com/app/251810/
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There was something like this a couple of weeks back on this forum. It's basically just on Linux because of the open source drivers not supporting OGL 4.0 on cards that do actually do support it. Leadwerks still needs 4.0, so as soon as you use a feature that needs a 4.0 extension, you will probably see issues.
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I don't know why I necro'd it, it just appeared at the top. Are polls => pinned?
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I'm an arrow key user, makes you never accidentally alt-tab or hit the Windows (meta) key but because so many games have become absolutely awful with rebindable keys, especially console ports, I have to use WASD a lot. So I almost use WASD as much as arrow keys these days, maybe even more because of how horrible key binding has become. Even in CS:Go if you did bind movement to arrow keys you couldn't strafe anymore as soon as a yes/no vote popped up because that was hard coded to change between the options. Don't know if they ever fixed that.
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~/.config/leadwerks/leadwerks.cfg kill or rename that file.
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Try deleting your Leadwerks config and let it generate a new one, especially if you didn't do exactly that when the editor features were added under Linux recently.
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Wow, I didn't notice that the store link now redirects to Steam. It has been evident for quite some time that Josh wants to focus on Steam, so removing the on-site store seems to be an understandable choice. Buy it from Steam, that's where all the new stuff is landing. Don't buy it from the hidden store, it's hidden for a reason.