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Marcousik

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Everything posted by Marcousik

  1. I'm in the engine 4.3, I click on "browse workshop", and get this: Does anybody else get this ? thx
  2. That's really cool Josh that you tell and plan this, so if we build a game and would like in a few years add or change a feature, this should be possible... Sorry but everything else would be nonsense when you consider how much time it costs making a game.
  3. With "end" I mean I have spent hours becoming able to master this engine enough so that I can build funny games like I enjoy to do it and I really do not need a revolution. Beacuse I'm not challenging with the modern technik, I just can have fun with LE4, it is at my level. I mean I'm very happy each time Josh is repairing or helping with problems or bugs we encounter, updating the engine for a better quality, and 4.3 or 4.4 was just very good enough for me to want to use it all the time I want like a utility I paid for. I paid for leadwerks 4 and I hope I can use it 20 years more if I want, you know ? Without having to subscribe anything, like it was told as I buy this great software. I would be something sad to have learn all this for having to quit in 1 or 2 years. That's what I mean with "end".
  4. Just asking to get clarity: Will we have the obligation to pay for LE5 or will this be sometime more in the future be a free update for the owners of LE4 ? Does this mean the end of LE4 and what we know of it ?
  5. I think it depends on - mean there is a big difference - if you are a "hobbyer" game maker who is trying to build something between your family and your real life-job, or if you are a team of 50 artists working hard on a project. I have to say I have no hope making a game that will make me rich enough that it could support my life and let my children good study. So I will never go for a subscription. The marketing is overfulled of very good games and even though litttle companys are going insolvency. It's just a capitalism law that the bigger are going bigger. That's a pity for the others smaller developppers like Deep Shadows (Xenus, the precursors) or Topware (II worlds) or THQ (STALKER, Metro, Homefront, Darksiders..) who get (got?) nice good games ideas and projects, definitiv have no money but would merit success.
  6. Well I read everything here and for sure I'm not a professional game maker that means I have pleasure to study and try to build a funny game - And this is sometimes dificult enough. So I consider Leadwerks offering a very good possibility to get a nice quality ingame, with fine mechanics game for a very good price AND it is learnable ! I remember you can try for free CryEngine, whatever I never succeed to export anything how difficult this is. That's was the reason I abandonned my try with such profi-engine... Even if I think engine like CryEngine or UE4 are offering better mechanics for professional open world games creation (painting on assets, weather generator, road creator etc...) Well I don't know what will be LE5, but for sure one-pay-time and "do what you want with it" is actually a very very attractive point to work with Leadwerks.
  7. nice footsteps sounds, nice atmosphere ! Will this going to be a FPS ?
  8. Yes, AddForce(0, MapGravity*self.entity:GetMass(), 0) will first make the helicopter floating in the air. Then add a little bit more or less Forces to make it going up or down. And AddTorque() to make it turn. Here in the video aladin's carpet moves free with SetGravityMode(false)
  9. This is a simplified change of this workshop item (so credits go there!) https://www.leadwerks.com/workshopitem?tags=Material&queryType=1&fileType=0&fileid=699303085 A few changes I did: 1) the water.mat: changed Diffuse color (64,64,64,64) + refraction shader 2) The script, simplified, like this: Add this script to a box, cylinder, what you want...With the water material up there added. And here the result sorry Footsteps sounds don't matched..
  10. Here is the map as built in the editor: And that 's the result ingame, each start with randomized towers and underscaled charcter controller: Thx for watching !
  11. Yes thx Rick for the suggestion.. I have to admit I'm a little bit tired of shooting games even if this could be surely fun. I was thinking about making something like a manager game out of this, a crazy thing like a monopoly game, letting the player move from tower to tower, harvest things on a few one, having to pay for others, puzzling from A to B, reaching a gate in C, giving the power to lower or upper the towers with magical color balls etc etc The point is: While there is so much people making the coolest features for building great things and possibilities with this engine, the greatest question is currently for me how can I get a great game Idea simple and strategic enough not to become boring, in a over-developped games Market / industry. It seems to me like I can't find an idea that already be used somewhere in a game !
  12. Random generated world with towers. I'm not sure what this will be, something like managing how to get and interact with them.
  13. this is just genious. This should be incorporated as purchasable addon.
  14. You can't level the terrain but maybe you can level/smooth the extracted .obj ? Terrain could be in a second time in a classic way be corrected... Customizable roads preset models would be very great too
  15. Great Idea, I miss a lot a Road maker but I think I don't undertand how it works... That's what I obtained as export.obj, but I can't use this as road: If the result contains all the curves of the terrain, well that's the same work as it requires the terrain to be smoothed ? Maybe I did not correct use it..
  16. Yes I understand, didn't know it would be think to be sold! Would be so interessant to study it
  17. What about making a tutorial on this ? this is really incredible:
  18. You save my day thx, very easy & useful but I did n#t know
  19. That would be very very usefull, if we could drag & drop the textures, normal, disp, shaders just like this:
  20. thx Josh, one more thing, would this be right (as part of a script): local JointExample=Joint:Kinematic(number posx, number posy, number posz, Entity entity) JointExample:SetTargetRotation(Vec3 rotation, number blend=0.5) -- this will rotate the entity atached ? thx
  21. Could we get an example for those new functions ? Joint Kinematic(number posx, number posy, number posz, Entity entity) For example for this one, what should be (posx, posy, posz) ? The entity:GetPosition(true) ?? thx
  22. Yes well thank you, but there is one more problem with down scaled world, that is the movement of NPC's : The LE character controller will now be to large to be used, entities may stuck between 2 trees for example. So I could develop my own controller for NPC's (with reduced size); I think this could run as well as for the player except for one thing: Pathfinding ! NPC's would run from one point to another without the use of the Navmesh but they could NOT go around an house or a tree. They may collide with them and then may be able to choose another way, but that would let them act as roboters... So it would be ok to make sheeps move in a farm for example, but not enough for more complex movements. I study a little bit pathfinding, but this is indeed a very complicated thing.
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