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Everything posted by reepblue
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Some backwards-compatible changes to the main script
reepblue commented on Josh's blog entry in Development Blog
So how does this work technically? Does the engine automatically load Main.lua if it exists? Looks like the source C++ files did not update. I'll most likely convert my game to use this later. -
I tried installing Unity but it did not seem to work on 64bit OS's. I had a lot of issues with Ubuntu in the past, while Mint just worked for me. Right now, my head is a mess between that and restoring my Windows PC.
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Currently moved to Linux mint for a while. I've noticed that in the assets and project manager, the text is white and unreadable. This also happens with the file manager (When you go to load a new map or something), and the material editor. However, in the scene tab, the highlighter is called and you can see all the entities selected or not. Also not sure if this is Mint exclusive, but I can say it's apparent using Linux Mint 17.1.
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To Do: - Particles - Fixing of Visual bugs - A slight adjustment on visuals. Ceiling looks too flat, and I need more light sources. - Sounds and ambiance - Improvements to some gameplay scripts. - Get ready for Demo Release, should have it out no later then the 29th.
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A list of compatible graphics cards would be nice. I know that my Radeon 5770 use to run Leadwerks although it was not an OpenGL 4.0 card, and it ran slowly. That, and now since it's latest supported driver is Omega 14.12, the 5770 and related cards don't work with Leadwerks (or possibly any OpenGL games) out of the box anymore. I was gonna put the card into my Linux machine if that was not the case.
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Jeez, so I have to ask, what's your alternative solution after dealing with that?
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I just wrote this up real quick to get ideas out so no, what I said will most likely not work/be logical. I just wanted to get some ideas out whether they are helpful or not. Do what you need to do to make it better, I'll be patiently waiting for the improvement. Also, I looked in the editor again, and I don't see a Flowgraph button. The only way I see to access it is the Tools->Flowgraph, unless that's what you're talking about.
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After seeing how popular my status was about the removed/broken argument feature, I decided to make a topic discussing the matter. 1) Use of Arguments The Flowgraph editor is a simple, and visual way to connect entities logic to another which is pretty much straight forward as Entity1out -> Entity2in. (It kind of reminded me of Source's I/O system). The issue with the argument as a newer user to Leadwerks is although I got the "Point A to Point B" concept, the argument feature made me scratched my head, and I never got it working correctly. So I didn't use it. A few months later, after learning more and more about the engine, I decided to take a wack at it as I really wanted to use it to make my scripts more reusable. However, when I went to do so, I noticed that the feature was gone. So YES, the argument feature although useful, was not as clear as the simple connections. I think a linear path to add values onto an input function would be better Such as: Entity1out(OutValue) -> Entity2in(InValue) What I had in mind is a another argument for component:CallOutputs(). Script.Value=0 --float "Value" function Script:OutValue() self.component:CallOutputs("Add", self.Value) end Then in Entity2: function Script:AddValue(newval)--in if val ~= nil then currentval=currentval+newval end end If the input does not take any arguments, but one is outputted, it would get ignored. and the simple CallOutputs function should still work, 2) Zooming It is very easy to get lost in the editor. While using it, I keep thinking I can zoom in and out like I can in the 2D viewports so I can see more of my nodes working, or zoom in the ones I'm working on. And finally.. 3) A Button As I said before, I feel the Flowgraph editor is not in your face as the other features of the editor. It's tucked away under the menu bar, and with the current issues above, it feels like a tack on then a feature/tool. As I don't think that this should turn into a UE4 Blueprint clone, but with a few tweaks here and there, the Flowgraph editor can be more of a staple in level creation for Leadwerks. I think I speak for everyone when I say that we appreciate the hard work you're doing, and we're happy to see new features/tools added. But if there comes a time to revisit an older feature for refinement, I think it should be Flowgraph editor next time.
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It should be noted that the skybox flickers through random textures in the scene.
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- editor
- render mode
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On my end, If I have a directional light with even Static shadows, my framerate gets cuts in half. (On a good size map with 350.12.) EDIT: It's seems it's something with my exe that handles menuUI and such. Installed the older exes and the game runs fine.
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- Performance
- Low frames
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Game Launcher: "Failed to download Workshop item"
reepblue replied to reepblue's topic in Leadwerks Engine Bug Reports
I've tried multiple ways of installing games. Yet, no successful boot through the launcher. -
Game Launcher: "Failed to download Workshop item"
reepblue replied to reepblue's topic in Leadwerks Engine Bug Reports
I'll give it a try with Asteriods3D since the file size is pretty small. This should be fixed as people with slower connections (like myself.) don't want to wait to download something all over again if they attempted to install a game via launcher. It's really a slap in the face. -
After waiting for the game to download through the workshop, when the launcher goes to "install it, I get the error message: "Failed to download Workshop item". I tried it with One More Day and Asteriods3D. Does it have to something to do with the last update? Note: If you were to find Asteriods3D's data.zip under the userdata folder and use the files from Josh's Super Crazy Marble Ball game that he posted a while back, Asteriods3D will work. Can't say the same for One More Day.
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Hi, I've been reading and posting here and there on the forums for quite some time now, and being that my current project is taking shape, I think it's time that I introduce myself, and in the next post, I'll share some goals of my project. Quick Bio: As a Kid, I've had an interest in game development with my hundreds of hours I put into RPGMaker 2000/XP. At that time, I was mostly inspired by The Legend of Zelda series and other top down games that could be made in the program. When I was a young teen, I was not really into PC games. I stuck to my old Nintendo consoles while my brother would play Counter-Strike: Source on a daily basis. I remember him once showing me a custom map he made for CSS that be based off our local 7-Eleven store. He was showing me how he made the textures, and a bunch of other simple things. I can't recall if I was blown away, or wanted him to stop talking so I could do my thing to be honest. After a while, my interest in game development started to fade, and I got more into graphic design for websites and such. But then game called Portal. I was not into first person shooters, but I did like Puzzle games, and this game was one of a kind when it released. My brother got The Orange Box package and I played the living hell out of Portal. The game was so interesting to me and there came a point where I would turn on cheats, take the metal rectangles, move them into position, and save the game. Then a "custom puzzle" would be loaded like loading a saved state. And it begins!: To make a long story short, I eventually got The Orange Box for the PC, got a budget build, and made a lot of maps that never got released. Portal 1's gameplay elements where just a collection of base engine entities that worked together. I spent months on end learning how to make breakable glass, the indicator strips, buttons, doors, you name it! After I felt like I had enough knowledge of map making, and the I/O system, I decided to work on my first mappack called Blue Portals. The project was on and off. I was working on another project at the time, so these maps were totally remade from the ground up with a new art design. Through out the years and other side projects, Blue Portals was released on November 29th, 2010. The mod got mix reviews, and looking back on the project, I can say that it's not for everyone. But I can say that it does have a cult following. With the release of Portal 2, of course I was excited to work on custom maps. I first started to to work on a Blue Portals 2 to fix the flaws of the original, and to add other cool elements. But due to the different FileSystem structure of that branch of Source, and my lack of knowledge of it at the time, I canned it. It was a good thing too, because DLC1 made the unused Adhesion Gel weird which BP2 used. I've made some small mappacks such as A Little Higher, Tornate, and Feather Away. I also worked on most of the test chambers for Alive & Kicking while I was making new game concepts still within the Source Engine. After a while, Portal started to get boring, and the second DLC for Portal 2 (PTI) made me lose interest in making Portal puzzles because now anyone could do it, and it killed the art for me. I started a project in the Source Engine called Punt and to sum it up, it was me trying to find what I want as my own puzzle game. After a while, I got the gist that the main core concept of the Puntgun was not fun. That, and the code base was a mess due to the Puntgun being a mod of the gravitygun, and poor tracer code. Also, Valve released a new SDK base to replace the one from 2007, and I really wanted my mod to be less like Portal gameplay wise. In the next entry, I'll talk more about my project, the goals and why I decided to port it to LE3. In the meantime, you can checkout my Youtube channel to see what I've done throughout the years. (I hope to put Leadwerks related content on it soon!) https://www.youtube.com/user/reepblue And here is my blogger which as more of my writings and thoughts: http://reepblue.blogspot.com/ Thank you for reading/watching. I hope you are willing to hear more!
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Off the top of my head: - Leadwerks Game Player is now called Leadwerks Game Launcher. - There will be something "special" in June. Not only the 10,000 players playing LE3 Games with the launcher, but something else... (Josh is keeping a secret.) - The Workshop will soon support items that can be monetized. - If the game launcher does well, you'll (maybe) be able to publish, and monetize your games through the launcher.
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In progress of porting my Source mod to LE3.
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Changing a material of an object without effecting other instances.
reepblue replied to reepblue's topic in Programming
Ahh, interesting. I'll bookmark that for later. I decided to make a shader that swaps the basetexture depending on it's alpha. This methoid cuts the need of multiple materials, and changing colors is easier the loading materials. -
Hi, I've only came across one topic relating to this, but it was for LE2. I have a gameplay mechanic in when an event happens, the entity would change it's skin via lua script to change it's "glow light" color. however, when multiple instances of this object are in the same scene, one box changes the material for all instances that have not been activated. Is there a way to have it that only the activated entity's material changes? I can do something else instead, but I'll need to know how to do this down the road. Thanks.
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With the updated material editor in the beta, if you use the slider under textures, You'll get a white par that comes in at the same rate as the slider.. Clicking on the main viewport will make the white bar go away.
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Ok, thank you for clearing this up.
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Hey guys, I'm currently thinking about porting my Source project over to Leadwerks, so I started to port assets over and make test scenes and scripts to see if the gameplay concept would work. I started off making a test scene and I noticed that when I put a spotlight in, I got this gross effect on my floors and ceilings. I tried setting the light quaIity to high, although it's less apperent, the spotlight line effect is still there. I can also hide the effect by toning the brightness, but I think that it can be a design barrier down the road. If you set the spotlight's "Cast Shadows" to none, the effect vanishes, along with my shadows. Is there a better trick to avoid this issue, or is this a render bug. If not, then why is this happening? I'm running on a GTX 750ti if that helps, and can supply more information/files if needed. I was not sure if this is a bug in the engine, or it's just something you have to watch out for like Face Clipping. Thanks.
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Window::setStyle & System::GetCurrentMonitorResolution
reepblue replied to NightQuest's topic in Suggestion Box
Yeah, this would be nice to see. Definitely the idea of a simple GetCurrentMonitorResolution function as it will make fullscreen mode properly set, and it will always look right with no need for config files. It would also be really great to have for lua games as well. -
A lot of things in the editor need keyboard shortcuts imo.
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Really nice. I know the Command Reference right there in the editor (And not directing to the Leadwerks site) will be helpful to new and current users. I do hope you guys have a system to keep those Tutorials and Commands up to date with each update. I hope the Carving feature will not be like Hammer's and will actually be helpful than ignored. Is the Vertex manipulation feature going to get shipped with it, or is it coming a tad later after the Carve feature? It's something that I'm personally looking forward to the most. Keep up the great work, Every update to LE makes it better and more fun and interesting to use!