xtom
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Everything posted by xtom
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One terrain undo would be nice or maybe clear the undo history when working on the terrain so no surprise undos. Once you've moved onto editing terrain you're not likely to want to undo previous object edits I don't think.
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Defo. It's bare minimum at the moment and asking to hand over hard cash. For me personally packs are more attractive than single models. I suppose all the animal models could be bundled as pack item for example and sell at a value bundle price. Packs like the dlc are great for starting games and tend to be better value.
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That sounds like a good game idea and screenie looks good. I'm all into bunkers lately since that new Cloverfield trailer came out.
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On loading it looks fine here. The only way I can simulate the shadow banding is to increase the scaling on the directional light and play around with the rotation and then it becomes more obvious.
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Anything that can boost performance sounds great but I guess a problem with disabling physics on an entity based on view range and hiding it might be for example if you had a physics entity sitting on another entity (like a box on a platform or gun on a desk etc.) and if they both have the same view range and the entity on the bottom hides first it would mean the top entity still shown falls out of position and when both are shown again they would not be positioned as they should be. Maybe it could disable the physics on the entity only if it isn't moving or colliding with a dynamic physics entity but I think most entities will be colliding with something such as floor/walls/furniture except outdoor things on just terrain like veg/rocks so maybe all the extra checks for those kind of situations wouldn't be worth the performance gains.
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Just gave it a quick test go, pretty awesome.
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The roll is brilliant and makes the game much more fun to play. The grenades are great too but sometimes I expect them to kill 2 soldiers but it only gets 1 so I'm thinking slightly bigger splash damage might be better on them. After I die and play second time for a while it crashes, last log below.
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Just played it. Nice game and Egyptian theme.
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Standard edition is if you want to code in c++ and indie edition is if you only want to code in lua. I think standard is an upgrade dlc so you have to get the indie version anyway.
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I get lowest fps of 10 and up to 100fps depending on location. AMD APU 5800K / Integrated HD7660D The current noise/flickering on distant trees does detract from the look. Edit: so if the camera position comes to a standstill the noise stops so might not be a big deal in a fps game when you are walking vs standing still. I notice too on some of the hill sides the grass floats above the ground level quite a noticeable amount. Looking great overall though.
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Totally awesome, I had an Instant flashback to Cabal which I loved playing years back on the specy. Good job and look forward to seeing any future updates. I'll be back to try for a better score.
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Game Launcher Failed to read file errors
xtom replied to xtom's topic in Leadwerks Engine Bug Reports
I'm not getting this problem anymore. I had one missing .wav file that a prefab was trying to load so that might have been connected to the other failed to read file errors somehow. Although when I tested in the editor it never crashed so not really sure if that's what the problem was, maybe it was something else. Anyway it's restarting ok now it in the launcher without crash when I tested it again. -
Just tried this and was stuck in the cell for a while but managed to get out Looks great and nice atmosphere but I get <10 fps for some reason. Not sure what would be causing such a big hit.
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Ok I understand but the leaderboard table just isn't showing at all for me in the launcher since I updated the game. On first upload it was showing fine at the start screen but instead now it lags like it's continuously trying to connect to it but fails. So I have since added a retry timer on fail to help eliminate the lag. I might try changing the name I'm using for the leaderboard next time to see if that gets it working again.
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Ah cool, I noticed it would only update the leaderboard after a restart too but wasn't sure why. For some reason since I updated my game on the launcher it can no longer get the leaderboard, at least when I test it here. It seems to work ok when I test it via editor but no longer in the launcher, no idea why.
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Game Launcher Failed to read file errors
xtom replied to xtom's topic in Leadwerks Engine Bug Reports
I'm using the standard changemap way in main.lua - only change I made is I removed the ..".map" bit here because the restart script where I choose the the path to the map file uses the full filename start.map --Handle map change if changemapname~=nil then --Clear all entities world:Clear() --Load the next map Time:Pause() if Map:Load("Maps/"..changemapname)==false then return end Time:Resume() changemapname = nil end -
I notice when I try to restart my Halloween game after dieing on the launcher it sometimes crashes with "Failed to read file" errors in the log. Mostly it can't find the map, other times a prefab and other times it just restarts fine. It loads fine on launch everytime and testing the standalone locally the restart loads the map fine everytime too.
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Wasn't sure I'd be able to put anything together in time for the Halloween comp but I've managed to get a playable game going. Nothing too complicated, just a simple collect the pumpkins game with wait-for-it zombies! I wanted to try and avoid guns/weapons for this and make it more of a light-hearted fun game, kinda like pacman-ish. Although with the zombies and the general look it will probably end up somewhere in-between. I added the leaderboards code in too and it seems to be working which is pretty cool. I think this will be called Halloween Pumpkin Run.
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It's good fun but you should make it a bit more forgiving, one hit going back to the start is a bit harsh. Replace the ball with an animated fun character and replace the dev art and it would be a great game.
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Trees almost look like hands/fingers, extra creepy
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Could something like this fade effect be used on model view ranges too? It could be nice to have especially for the far and medium view range settings.
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I think don't have any helmets, headphones or tech or their heads or anything that looks like it ties them to a particular military or role. Probably the more mercenary they look the better.
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Hmm ok, definitely not the helmet guys. I think the balaclava guys will probably be the most flexible so if I had to pick a set I'd pick set 3, cos the hat guy would be kinda cool too, although the balaclava guy in set 2 looks good too.
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I was looking at Poser Game Dev and Morph3D. Both seem to make it easy to get good quality custom characters with anims into a game. So you can easily change character size, clothes, hairs, add anims etc. I've only looked at some vids, haven't actually used them but something like that where you can select presets and tweak to get custom characters is a major time saver. Modelling a high quality character from scratch is only something an experienced character modeller will be able to do in a time efficient manner so I like the idea of these character creators where you can piece together different characters to suit your game.