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Everything posted by reepblue
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It might be included the latest rolling release? I don't see any option to export as quads like I do with objs. Granted, my blender is out of date but seeing that that post was from 2019, I thought I would give it a look.
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I can't recommend FMOD enough. Not sure why Sources are getting stuck in memory, I assumed it would handle itself. If you still want to use OpenAL, I recommend making a base actor class to manage sounds how you want them to be managed.
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Friends-Only lobbies not appearing?
reepblue replied to EvilTurtleProductions's topic in Programming
I replaced both headers and libraries and I ran into zero issues. Granted, I am not using the the built in Steamworks singleton class nor any networking features, but things like Steam Input (Which isn't in the library packaged) and app verification works. -
Friends-Only lobbies not appearing?
reepblue replied to EvilTurtleProductions's topic in Programming
I probably should make a tutorial on how to update the Steamworks library as the one included is hilariously outdated. -
Where do they get all that speed from?
reepblue replied to havenphillip's topic in General Discussion
Leadwerks has an issue rendering to many objects at once. Resolution and the amount of post processing also effects framerate. Shadmar or someone told me a long time that a reason that post effects were normally slow was because each shader loaded opens and closes the buffer. It's been like 5 years, so don't quote me on that. -
I'm taking it that when the user removes OpenAL, something gets left behind that steam uses to validate if it's installed causing a false positive; telling the installer to skip the process. I'm probably going to include it in my game just to be safe but I think this only will effect, how Apple would put it - A small amount of customers.
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I haven't had one complaint with OpenAL installation errors once I moved to Steamworks. I've installed it on fresh systems without any issues. I think Valve also checks this before you can even ship. If I start getting feedback about this, I'll refer back to this. I shouldn't have to worry about this at all being I make no OpenAL calls, but whatever.
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Settings take effect upon hitting "Apply Settings" minus changing the window mode which already has a disclaimer. I booted up my dev machine to ensure I didn't comment it out! If something else isn't applying, let me know what setting that is and I'll take a look at it! This was brought up at the 11th hour. The full game does this and does it well. The issue is that the first demo map has two boxes and a completely new tutorial system would need to be written just for that room which would have needed to be battle tested. I talked to others about what hint was more important and the Cyclone placement had a small lead over the Interact key. Also, most of my audience would probably try "E" on their first try coming from Portal. Also, I didn't want to overwhelm my players with hints nor treat them they were stupid. Cyclone's push force react on condition. They never push you if you're grounded or in a tight area. It just makes the experience less annoying. I might need to better communicate this but not sure how yet. I can look into it, but I don't see this as a big deal if you can just release the box. Cyclone runs great using Proton 7.0.1 or newer. I play it on my Steam Deck all the time! Granted, as a Linux user I understand that you may want a native build. I had a build in the early days but got a lot of weird results with my actors. I was also using a VM to compile my code. With FMOD and updated Steamworks as part of the build, it'll be more of a nightmare to get working while Proton gives me the game running on Linux for free. I'll look into it after release. If it sounds like I'm being defensive, I'm not! I do appreciate the feedback! Again, I'm using the demo as a light release for the Early Access release. So, it's Early Access to Early Access. 🤪 Thanks for playing!
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From its initial concept in 2017 through the last sixteen months of development, I am ecstatic to announce that the free demo of Cyclone is now available in preparation for the June Steam Next Fest! This demo includes three maps from the main game showcasing the functionalities of Cyclone and various puzzle elements. The demo is available right on the Steam Store page! Cyclone on Steam (steampowered.com) While this is both an exciting and a scary time. I can't stress enough that your feedback will be very helpful as we get closer to the Early Access release date of June 23rd, 2022. Please let me know what you think publicly right here on UltraEngine.com, privately via a DM or my inbox of sferriolo@reepsoftworks.com.
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I think what I think is missing is being able to search and extract the data. I think I more or less asking is a way to open packages and being able to read, and or extract files out to the disk. I might just be asking for a simple ZIP reader because I'm using the entire Leadwerks API just for that for something small.
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Will this update trickle down to the app kit? Interested giving this a peak.
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Building a Massive Library of Free Images for Everyone
reepblue replied to Eric Matyas's topic in Game Artwork
Thanks for clearing this up. I'll probably will be using your tracks in Cyclone. -
I've grown to love the ease of being able to read things in a zip file and easily extract them. I was shocked to see that the Package class lacks members/options from its Leadwerks predecessor. Unless I were to go learn zip libraries myself, I'm forced to include Leadwerks just so I can read my game packages. Would it be possible to convert the Leadwerks Zip code to a Ultra plugin?
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You sarcastically reply with "You don't because you made a lot of bad decisions in your life and C# is for girls." Then your account will be banned and you'll never have to deal with those people again. 😁
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Maybe!
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This right here is how I justify why I do anything. I can share you the reasons for Cyclone. 1. Cyclone is aimed to be "The Portal clone to end all Portal Clones." Most other games in the first person puzzle genre want to be the next Portal, but miss all the details that made it great. I've spent too much of my life studying the 2007 classic and figuring out how to splice it's DNA just enough where it's familiar but new enough. 2. I now have a library of my own assets with an "IP" to play with other ideas. They are my assets that I have sources for and can do whatever I like with them. 3. Thanks to Leadwerks, making maps and custom elements has never been easier. A new content creator will not have to worry about what visleafs are or preventing map leaks. They aren't limited by an "easy to use" map maker but will never feel they are putting a man in the moon with complex tools. 4. Leadwerks only has like 4 games on Steam. I got told I couldn't make anything more than a walking simulator with the engine and now I proved them wrong. They can eat their hats now. 5. I released something after 10 years not really doing much. I can also use this to prove my worth with job interviews and such. I can't wait to tell people that I released a game on steam using a C++ based game engine, gimp and blender. 😁 6. I now have a new platform to showcase ideas and concepts instead of using Portal/Source. I can't wait for post release in which I can allow myself to do wacky things! I'm guessing if there's going to be a high demand for Ultra Engine, there's also going to be a slew of new users wondering how to actually get off the ground with it. I really have no need to create a VR game unless it's to highlight how awesome Ultra is and to help others get their projects started. We'll see what tomorrow brings.
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Try removing the GC functions out, especially if you're using C++. Those commands caused nothing but trouble with my game.
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I'm excited to announce that Cyclone will be participating in Steam Next Fest 2022! While I'll not be live streaming, a playable demo will be available during the festival. The demo will act like an even softer release than the Early Access release, which should roll into the planned release date of June 23rd, 2022! Add it to your wish list on Steam: https://store.steampowered.com/app/1803590/Cyclone/ Check out the itch.io Page: https://reepblue.itch.io/cyclone Join my public Discord: https://discord.gg/Hh7Ss9fWaW
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Speaking of mobile, Chat isn't enabled on it ether. I like checking the chat on the go sometimes.
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Was editing my signature until I was reminded of this thread. It's crazy to see I started this thread over a year ago and now I'm weeks away from releasing it on Steam. Cyclone on Steam (steampowered.com)
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Thanks, but Cyclone would have worse looking glass without your shader tutorials. 💙 I'm not good at hand holding tutorials. I'm good at making logic systems that nobody else wants to think about and sharing those systems with others explaining how it works. I learned the engine from reading it's headers and spent years figuring out how to compose it all into something worthwhile. I'm very excited to see what cool things I can do with Ultra Engine.
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While the subscription model will keep you in tune to your customers and your reasoning is understandable, most people despise subscription models for software - myself included. Not sure what the right direction to take here. My only suggestion to lessen the blow is offer yearly packages along side paying monthly. I rather pay intentionally pay 120$ per year instead of five dollars being deducted quietly from my account every month. You're in a tight spot. Most people have been conditioned to get stuff for free without really worrying about the thousands of asterisks. You'll need to convince people to be your customer instead of using something like Godot which is free, MIT, open source, and light weight. Nobody seems mind that the level editor is absolute trash for 3D, or you can kick boxes through walls easily. Everyone is talking about Godot 4, but a lot of people don't even know what Ultra Engine is. Not to prop myself up, but I think less people would know what Leadwerks was if I didn't make my audience aware of it with the Vectronic Demo (Which was Source) and now Cyclone. I would suggest you didn't lock people out of the software if they cancel, but then that'll be locking updates and fixes behind a paywall, and I'm not sure you want that. I'm guessing is that you'll need to advertise the subscription model as a service than a product. It might be a good idea (maybe) to lock the discussion forum behind the subscription fee so people feel like they are not just getting a good product, but good support and other active customers to talk to. You have 20 thousand members, but it only ever seems like 10 people are actually here. While you've mentioned that hosting is pretty cheap, it's still an expense on your part we all take for granted on a daily basis. Plus, you'll also be hearing from actual customers and not random angry people and bots which just take time away from working on the engine. If you have to do a subscription model, it should have a lot of bullet points to make it as attractive as possible. In summary, If I had the option to pay yearly for a fantastic royalty free engine, access to this forum and all of it's perks, I'll be fine with it. Would I prefer to just pay up front once? Absolutely, but as a customer, I like the idea of you being liable/responsible for good and bad decisions. These are just ideas of mine. When you're ready to sit down and do this, let me know asap!