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Everything posted by gamedeviancy
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Ah.... thank you!
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I cannot for the life of me figure out why I can't draw this silly image to the screen. Checked the path to the texture file, it was generated from LE from a PNG fine.... #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool freelookmode=true; Texture* sidebar = NULL; bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("StrategyGame", 0, 0, 1920, 1080, Leadwerks::Window::FullScreen); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,50,0); camera->SetRotation(75,0,0); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Load UI sidebar = Texture::Load("Materials/Shadowless/menubar2.tex"); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); return true; } bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.5; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.5; float rotate = (window->KeyDown(Key::Q) - window->KeyDown(Key::E))*Leadwerks::Time::GetSpeed() * 0.5; camera->Translate(strafe,0,move); camera->Turn(0,0,rotate); } // UI context->SetColor(0,0,0); context->Clear(); context->SetColor(1,1,1); context->DrawImage(sidebar,0,0); Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); return true; }
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EDIT: Nearly hijacked this tread. Post removed. Sorry.
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Blender is open source software. The goal of this is simply to reach more users (free advertising for a free product). If you want to add something to blender, learn how to contribute to the open source world. Don't be a turd by trying to profit off of humanitarian work. EDIT: It doesn't have workshop integration anyways. And neither should it.
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Interface looks pretty sweet. But... can we have some sort of indication what platform(s) the developers intend to support for their games?
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Have you read Josh' blog? That's usually where the progress updates are posted... http://www.leadwerks.com/werkspace/blog/1-joshs-blog/
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If you start with an empty terrain and just use 1 texture, by double clicking on Layer 1 -> Diffuse, it should cover the entire terrain piece.
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Updating Project writes over existing C++ code
gamedeviancy replied to martyj's topic in Suggestion Box
You could just have the project updater copy the files and change the extension before writing the new ones... App.cpp -> App.cpp.bak App.h -> App.h.bak Main.cpp -> Main.cpp.bak You could make this an optional setting in the Editor preferences for those who don't want it. Edit: Skipped over cassius' post. Does the Editor already do something similar to this? -
Came across this while watching some Blender tutorials... thought it was neat enough to share. http://www.the-blueprints.com/ Tons of front/side/top view blueprints for aiding in 3D modeling. You have to pay for the vector drawings, but the blueprints are free - and there are tons of them.
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I also prefer the quickly available links. What about.... an organized list of links coupled with 1 big preview image, that changes depending on which link the mouse cursor is hovering over?
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Sounds good. Hope you're ready to be assaulted with complaints/requests, Jorn...
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Why not? We need more games like this!
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Vulkan is the newly announced name for the next generation of Open GL (pretty much 5.0). It's an update to Open GL, but kind of something new in itself. They rewrote the API. Supposed to be organized a bit better now I believe.
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Personally I'd trash that 'trailer'. Or at least rename it as something else and make a new one. The trailer's narrative, info about indiegogo stuff, and the continuous motion rollercoaster ride through the levels kind of dulls it down. The trailer, for many potential buyers, is the first impression on your game. Right now it kind of sounds similar to your dev log, which is a sure way for many impatient users to just downvote your game. It's supposed to be a horror game, isn't it? Show some glimpses of suspense from the game. Maybe get a voice changer and narrate the trailer in some scary voice (or whatever tone blondie Satan has). Less talking though, and more experiencing the game. But otherwise, work so far looks good man.
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Ah ok. Would be a simple convenience thing if they wrote working drivers. I really do want to buy an AMD card, because Mantle sounds awesome. But I'm holding off for now until I hear better things about the drivers. My Geforce GTX 650 is sufficient at this very moment anyways.
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Yet under the "Important notes"...
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Why is it that AMD has 'Ubuntu' drivers and 'Linux' drivers? Something special about that unity desktop environment?
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A drive caddy might make your multi o/s drive switching experience easier... http://www.newegg.com/Product/Product.aspx?Item=N82E16817994143&cm_re=drive_caddy-_-17-994-143-_-Product I agree, dual booting sucks. Except my solution was to just abandon the o/s I preferred less. Not that you really have the luxury of even considering that choice.
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A few Questions about Leadwerks Game Engine
gamedeviancy replied to Hugo54x's topic in General Discussion
That isn't '100%' free, by the way, although its close.... Not close enough for me to appreciate though. Since Leadwerks is tied into Steam though, why not use the Steam API for networking solutions? The server services from Valve are pretty awesome. https://partner.steamgames.com/documentation/api -
Well if you want an example of how not to do it, just play Dying Light. I really want to like this game, as there aren't many 3d games on Linux, but I just can't seem to enjoy it. The 'parkour' in this game is rather stupid, and it only shines when you break from the immersion of the open world to solve an asinine puzzle like climbing some antenna towers. About the only thing I like about the parkour element of the game so far is that I can run up and jump off the zombies themselves. Something like parkour really needs to be an element of the game that is fun, not just something you can do on some side buildings and something you're forced to do in a ridiculous manner to finish a quest.
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Congratulations getting Leadwerks GamePlayer Greenlit.
gamedeviancy replied to Gonan's topic in General Discussion
I think you need to purchase a DeLorean first. -
Tried joining both of them, but the room was full... Guess I have to get there 30 minutes prior next time huh
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Laughed at this as well, however I disagree. Satan is God's most beautiful angel. It is his cunningness and deceipt that makes him scary, not his looks. I like to imagine that demons are highly fashionable.
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Water looks fantastic. It should suit my project very well as described.