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Everything posted by YouGroove
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There is no blocking problem with GUI, two solutions ready to use exists. People just need to ask to community until it is pinned somewhere. Why not making this actual topic pinned ? Saving and loading data is pure Lua file read and write in LE3 http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/filesystem/ You can write files in Windows Users directory, i don't know for Linux. And you can add some Lua library to encrypt or decrypt save data if you need , do some google. There is no stopper with GUI or saving/loading data in LE3, the real stoppers are mone on some missing features
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LE3 don't have GUI support officially and natively , but some implementations exists : 1) LE3 supports Neosis GUI that is the most complete and avanced but also more expensive. 2) You have for some 10 bucks, Agrror complete GUI solution, you can directly use in Lua and really easy. There is solutions for you from super cheap to expensive , you see LE3 have good things not only users complaining I agree about GUI, theses ready to use solutions could be officially put somewhere in User Guide or pinned in Porgramming thread.
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Sketching ideas for the spider droid Some features : - detect the player from bigger distances - fast movement - hard to target : don't stay a lot in line of fire - Come out from traps on floor or walls and can use them to hide again and recover some shield or auto repair some amount.
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This could be an interesting suggestion topic : Optionnal View range field in model properties on the editor Thanks for the tip.
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This is for 2D games based on HTML5 , Impact or Construct 2, you don't any 3D engine to develop thoses 2D games. To make 3D games is another story, and it would need lot of work to make it possible, and it would be a very poor choice to support a failure console instead of PS4 or Xbox One. I agree with that. The first year, LE3 was supporting mobile , and it only slowed down general progress of the engine, and after two years CSG tools, decals or vegetation are still not here (but should come next), so asking another platform will only result in same big slowdown again of the engine progress , until some more people would be hired to work on that. PC and Steam is the biggest market, let's stay focused on it.
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Microsoft Hololens / Cast AR Support in Leadwerks
YouGroove replied to HeadClot88's topic in Suggestion Box
This is technology like Kinect , lot of hype for something that will stay minor on video games, as major players want solid games instead. Let's wait to see Occulus in production and sold in stores first, as it is lot more immersive than Augmented VR things. HeadClot88 : Why not beginning a game, picking up ideas, doing some designs , and beginning a game in LE3 ? Asking LE3 to support last toys that appear suddenly, won't make a game for you -
You need to check if you choosed the right rendering mode for the 3D view : This is things that will become natural after using Blender some few times
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In a window if you choose UV/image editor mode , you "image" menu where you can load a picture or replace it.
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Looks very good. Some critics , you won't escape them -Are houses just abandonned or wrecked ? because interior are very clean , no dirt, no damage. - Road texture is too bumpy, not enought flatten normal map to look more road (you could add variation and damage later with incoming LE3 decals) - Why there is not White lines on the road (perhaps grunge or damage white lines) - Street corner are very angular - Bushes on floor looks upscaled with non detailled texture and look very low poly , more polygons ? I know it's prototype, i just pointed some points at first look to make it better. Are houses made of BSP or modeled ? There are great Assets you have here : car, barriers , furniture , it looks great. I like the backpack inventory.
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If LE3 has plugin system and you would transform your zone load/unload system into a plugin, i think many of us would have baught it. I don't think it's important to manage AI when you are far enought from a house, if it's indoor only AI ? How do you manage AI ? Do you activate and manage only nearest AI or do you manage far away ones ?
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How do you manage when you need instancing ? Some level grid and looking where is the player on that grid ? Or simply is your level linear and you just check distance change ?
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What do you mean by precache ? a table of unique prefabs and you create new copy of prefab at runtime ?
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1) You can make collision volumes in Blender directly http://www.leadwerks.com/werkspace/blog/1/entry-1203-beta-branch-update-tons-of-art-pipeline-enhancements/ 2) Make a BSP primitive , give it a weight mass, attach it as child of your model and give it an invisible material (located in LE3 folders) 3) It seems LE3 have some collision volumes decompositions generator from what i have read. I don't have tested so i don't know if it is here and works ? Olby is right some google search and you should find answers most of the time. LE3 is not driven by thousand people with teams to writte docs, but some topic named "importing models in LE3" pinned on "Game Art" thread that would reference Aggror tutorials and many other things ; would help
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Why not customizable like games for people to adjust depending on their hardware : - no reflecctions - reflect only moutain and sky - reflect all
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We are talking engines not driven by thousand people behind
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From what i seen, it seems it's lot more easy to get a game on PS4 that is more indie aware than Microsoft that is somewhat more closed to indies. A game made with C4 for the PS4 http://blog.us.playstation.com/2014/12/06/fat-princess-adventures-announced-for-ps4/ Another with Irrlicht to PS4 https://www.playstation.com/fr-fr/games/octodad-dadliest-catch-ps4/ If LE3 one day should go consoles perhaps the best choice could be the PS4.
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@Averice IT looses something without bloom What i do is i tweak Bloom parameters on the shader file, to have a subtle but visible bloom enhancing the scene. Ishaders-> postEffects-> Bloom Bloom.shader Here is the values i use : uniform float cutoff=0.35;//The lower this value, the more blurry the scene will be uniform float overdrive=0.5;//The higher this value, the brighter the bloom effect will be
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Great news. About performance , do you have made some tests as last Physix should be really fast ? Another cool feature is Apex destruction , would be cool if it could be possible to have it implemented
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LE3 don't have texture atlas system, you will have to download all image of your animation individually and store them in some Lua table for example, at some time intervall you will have to display the next image by code.
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You can export individual images from your GIF, then just switch them by code to make it animated.
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Why not move, rotate scale terrain ? (It's 3D mesh , i don't understand this limitation)
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It's already good in LE3. Unity has same problem and they are just making possible bigger worlds with UT5. It's not a simple , easy task.
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@xESWxDEATH If you would succed making it, i'm pretty sure many of us would be ready to pay to have it.
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In some top view tps game test , with Follow i had strange results like character sudden acceleration going away from player then returning back or non desired rotations when the player is always moving. I use Goto instead.
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+1 Making lot of collision volumes and triggers for AI and other things in a level, this becomes quickly a pain to work on the level.