Check out the window functions. I haven't used it before but maybe GetCurrent is what you're looking for (there used to be a function called AppSuspended in Leadwerks 2 but I couldn't find it here).
This is done by putting an exported FBX file into your project models folder. The editor will automatically convert it. You then need to copy all your texture files into the materials folder and the editor will convert them to textures. Then you need to convert the textures to materials (right-click on each one and I think it's the last option). Finally, double click the model file in the editor and drag the materials to the appropriate parts to assign them. This is done from memory but it's something close.
Here's to hoping that one day Josh will automate this process.
It's pretty clear when you save both to your hard drive and cycle through them with a good viewer that can switch instantly, like XnView (free). The polish / extra effort thing is always a tradeoff. In this case, I really think it's worth it.
The only thing I can guess at the moment is to make sure your Leadwerks folder is at least 1GB in size. Mine is 1,832,383,796 bytes.
Steam\steamapps\common\Leadwerks Indie Edition
That would at least indicate that it installed properly.
Sorry, I missed that part of your post. Maybe you'd be able to have two decals, one a shadow and one a circle above it. But selection circles themselves generally don't cast shadows (as they don't seem to in your picture).
Does SDL support non-Xbox controllers? I shared controller code before for LE2 but it was Windows only (http://www.leadwerks.com/werkspace/files/file/299-joystick-gamepad-example/).
I was wondering the same. Someone on reddit said that you can tell the OpenGL capabilities by looking at the DirectX ones. I imagine they correlate but not sure how tightly.
That looks new. Maybe it's coming in the next few days and he added the documentation early. You can see the SteamController documentation is pretty much an empty page right now so I think it's literally being worked on right now.
I was wondering: how is this lightning effect done in 3D?
My game is simpler in that it is top-down and so I can create a plane in my 3D program. I was then thinking of pointing it toward the target and then stretching it via SetScale. That's probably easy enough but is there a better way? (I can animate the lightning via changing textures, that's not a problem.)
Also important to mention that a lot of beginners fail because they start with games that are too big. It's a common sight to see begininers want to make the next MMO and not realize what you're starting to realize: the huge amount of time and resources required. If you've never made a game before you're strongly encouraged to make a few very small ones first as learning experiences.
Josh is at Steam Dev Days and hasn't been active in the last day, according to his post history. I'd bump this again in a day or two (I'm curious too, having pre-ordered it).