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gamecreator

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Everything posted by gamecreator

  1. I would suggest putting a label at the bottom of the screen showing the games' titles. The "Realtime Alpha Gameplay" especially makes it looks like it's yours.
  2. Turned out really nice. Did you hand-paint the texture?
  3. It may be more productive to start by gathering what already exists on our workshop and online to not waste time remaking things. For example, Nobiax provides a ton of free useful items including rocks and trees and textures: http://nobiax.deviantart.com/gallery/24853853/Packs There are also free items here: http://opengameart.org/ http://www.turbosquid.com/ Related reading: http://www.leadwerks.com/werkspace/topic/8507-free-resources/ http://www.leadwerks.com/werkspace/topic/10094-request-models-here/
  4. And deserts. Don't forget deserts (sands, cliffs, etc.). It would definitely be a nice tie-in to the vegetation release and would hopefully help make Josh some extra money. Of course, he'd need to find an artist that wants to participate... That said, I've seen some nice packs out there already - I think shadmar put some together from freely available ones online - so this could also be a good task for the community.
  5. I would suggest taking a look at the fire pit on the workshop to see how that's done.
  6. I found it here: http://steamcommunity.com/workshop/browse/?appid=251810&requiredtags%5B%5D=Shader Went to the Leadwerks page with the bottom icon, clicked on Workshop tab then Shader on the right. Very bottom.
  7. Nice shadmar. Two other items you may want to add: Leadwerks also accepts the cross layout Use PNG or BMP as JPEG will ruin the seams From: http://www.leadwerks.com/werkspace/topic/11938-skyboxes-around/
  8. I haven't used it yet but have you tried this? http://www.leadwerks.com/werkspace/topic/10334-day-and-night-cycle-shader/
  9. You can publish it without Steam dependency.
  10. Do you mean how to create it in Photoshop or Gimp (the creation process) or how to get it into Leadwerks (the import process)?
  11. What's the actual question? Are you allowed to use the logo in your projects without restriction?
  12. Maybe the zip file didn't download all the way? It should be just over 2MB and I got all four files inside ok (4.14MB total extracted).
  13. Need more details. From what to what?
  14. Not yet but it's been suggested.
  15. I don't understand. What happened with this? http://www.leadwerks.com/werkspace/topic/10215-contribution-metal-shader-for-le3/
  16. http://www.leadwerks.com/werkspace/topic/12058-performance-issues/page__st__20#entry87743
  17. That's a pretty handy feature, by the way.
  18. Thank you! I couldn't get Igor's SSAO to work so I'll be giving this a shot soon...
  19. https://www.opengl.org/wiki/Framebuffer_Object
  20. And it's 66% off right now - lucky you.
  21. Ah, I forgot that the water plane is endless.
  22. I'm curious: do you have a way of telling when something like the beaver is under water? I know somehow the shader can tell but I don't see a Leadwerks command for it.
  23. Pretty much anything with a small amount of resources. Leadwerks helps you most with FPS / TPS games with the character controller and pathfinding so in your case I'd start by making a small desolate world and putting a character in it and have him run around. Then you can populate the world with trees and/or buildings and maybe throw an enemy in. Doesn't seem like a lot but it will teach you more than you'd think. But I'd start all this after you've gone through those tutorials and you're somewhat comfortable with code and the editor.
  24. Best of luck and welcome to the community! Feel free to ask questions. And as I rarely fail to mention: if you're using Lua, I'd suggest taking Rick up on his 1 on 1 training after you've looked around a bit.
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