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Everything posted by gamecreator
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I'm not sure off the top of my head but try using values between 0 and 1 instead of 0 and 255.
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Just so we're clear, yes, you can animate your character to duck and to crawl and whatnot. That's not a problem. It's just that Leadwerks pathfinding/navigation doesn't support a smaller character controller so you can't crawl under things like a truck. But even this you could code yourself if you really needed to.
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Well, color me a pessimist. I didn't expect that. Awesome! And thank you Josh.
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How many of these problems will be fixed? Character controller issue from 1 year ago: https://www.leadwerks.com/community/topic/16198-character-controller-bugsproblems-in-beta/ Material files invisible until you restart Leadwerks: https://www.leadwerks.com/community/topic/17034-material-files-dont-show/ Navmesh issue: https://www.leadwerks.com/community/topic/17103-infiniteviewrange-navmesh-issues/ Visual Studio Configuration Properties->Debugging->Working Directory incorrect for new projects New C++ projects don't compile (they should probably include a working program to start off from) Plus whatever other bugs were reported
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What Makes a Good Brand Name?
gamecreator commented on Josh's blog entry in Ultra Software Company Blog
I really wouldn't mind if Turbo was just one engine now instead of being segmented. I suspect it would be simpler for Josh too. -
What Makes a Good Brand Name?
gamecreator commented on Josh's blog entry in Ultra Software Company Blog
Does someone else own turbogameengine.com? You may need to fork over some more money for that one since that would be the actual complete name of the engine. I'm also curious about reepblue's questions. -
GetPickMode has 3.
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Sometimes you have to let off a little steam with some silliness. I was testing if i can move a bone individually and suddenly I had a box "chasing" me. Added some overly dramatic music and I was set.
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Store link at the top. You can pay for a monthly subscription and watch Leadwerks 5 develop. I believe it's in very early stages right now though so you can't make a game with it yet.
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Implemented a hit effect (free spritesheet here: https://opengameart.org/content/hit-animation-frame-by-frame). Nice to get help from past threads too. Edit: and most of a spell effect (I'm going to add at least one more layer to make it a bit more lively). Note how the glow scales up in size quickly as he raises his staff. That's done by code (using SetScale).
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Dragging Animations Into Animation Window
gamecreator replied to gamecreator's topic in Suggestion Box
Yeah, I think you're right. But things change and even if not, it's worth considering for 5. -
Three improvements I made to Leadwerks Game Engine 5 today
gamecreator commented on Josh's blog entry in Development Blog
I understand that it would be a challenge. I hope you're up for it. -
Three improvements I made to Leadwerks Game Engine 5 today
gamecreator commented on Josh's blog entry in Development Blog
I don't think spotlights even work on vegetation now, do they? -
Three improvements I made to Leadwerks Game Engine 5 today
gamecreator commented on Josh's blog entry in Development Blog
Same. Curious if we'll be able to do something like this again: https://www.youtube.com/watch?v=V4uh5j4BM7w -
I'm getting to a point where I would like to implement special effects into my platformer. I'm talking about hit effects, spells, etc. ... stuff like this: My main concern is that I want to avoid having 50 gigs of textures and be somewhat smart about how I do things. So I'm hoping people can chime in here about what additional tricks I can use to save frames/be efficient. Things like SetColor to change the color of effects instead of making pre-rendering separate colors. This video I posted before had some neat tricks: but I don't know how to do things like change the texture UV by code. I've been looking at the material and texture docs and the only other thing that seems helpful is SetPixel but I think that's too expensive to do every frame for multiple textures. My next step is to look at the headers for any possible undocumented functions but I could use some feedback on other tricks / functions I may have missed. Finally, I know the smartest thing is probably to code shaders (for example, I'm pretty sure it could scroll or scale the texture UV no problem) but that's been a bit intimidating for me to get into. If things get a little out of hand with these sprite sheets then it may come to me having to dive in. I just tested animating and scaling the UVs in Max in various ways but it looks like Leadwerks doesn't import them. tldr: what are some ways to animate/alter materials or textures with code besides SetColor and SetPixel?
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Is posible to draw background image and the 3d world drawn on top ?
gamecreator replied to aiaf's topic in General Discussion
This may help: https://www.leadwerks.com/community/blogs/entry/1980-creating-realistic-skyboxes-with-vue/ -
Is posible to draw background image and the 3d world drawn on top ?
gamecreator replied to aiaf's topic in General Discussion
Pretty sure that second example is what helped me create my scrolling background for a platformer before. It should have nothing to do with emitters (his code doesn't include them). If you can confirm that you've tried it and doesn't work, I can find and share my code but it's based off of his. -
Dragging Animations Into Animation Window
gamecreator replied to gamecreator's topic in Suggestion Box
Next one and this is important to me: be able to reimport the base model without destroying all the animations. I think this one may have been requested before. I changed the mage's weapon but that didn't need to change the animations in any way. But all the animations were wiped and I had to spend time reimporting them. Leadwerks should detect that you already have animations in the model and ask if you would like to keep your existing animations. -
If you search the forums for networking you'll get several results with C code from Josh.
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Dragging Animations Into Animation Window
gamecreator replied to gamecreator's topic in Suggestion Box
Being able to replace an animation would save time too, not needing to delete the old animation and rename the imported animation from Take 001. -
Josh had some networking posts with code examples but I'm not sure if it supports Lua.
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https://www.leadwerks.com/community/topic/17261-newton-vehicle-physics-update/
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I could be wrong but I think the Leadwerks GUI does this.
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Just a quality of life improvement: it would be really nice if we could drag animations into the animation tab to create an animation. It could take the animation name from the file name.
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Object reference count error & Crashes
gamecreator replied to Phodex Games's topic in General Discussion
This might help you: https://www.leadwerks.com/community/topic/15557-world-entity-release/?do=findComment&comment=104013 Not sure if it's available in Lua.