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Everything posted by tjheldna
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The centre of the pivot icon is not at it's centre and doesn't look right. It made me look twice when I wanted it at 0,0,0 and could be problematic in the future for lining things up.
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Try this. It's saved as a 32bit with a calculated alpha channel. icon256.bmp
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Your path needs forward slashes instead of backward.
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I have it working in my projects in c++ if that interests you?
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Seem to be having issues with the volume light and having water mode on. screen goes all bright and weird. Apart from that looks real nice!
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Also have you put a break point in debug mode in there to see if it's entered? If your expecting to show a loading screen during the load hook nothing will happen as Draw isn't called during that process. You need to draw a loading screen a frame before you load.
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Hard to say with the little snippet of code bit it looks right. Is the map file name is correct? This is taken from my code, it may help you, it works... void StoreWorldPointsCallBack(Entity* entity, Object* extra) { long type = Utill::StringToType(entity->GetKeyValue("type")); if (type != 0) { BaseObject *object = (BaseObject*)GameFactory::CreateObject(type, Vec3(), 0, false); if (object) object->entity = entity; } } GameWorld::GameWorld(std::string path) : BaseWorld(path) { if(Map::Load(path, StoreWorldPointsCallBack)) { } else System::Print("ERROR: Failed to load world"); } }
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By the naming it looks like the mesh is skinned, is that true? I don't know if that would work making a collisionmesh a child of a bone. Looks like probably not.
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Change the name of the collision to 'collisionmesh' and see if that works. If there is a .phy file generated for your model (same folder) you will need to delete it as there is a bug where an existing user collision mesh wont overwrite a existing .phy file. If you modify your 'collisionmesh' you will need to delete the .phy file each time before you see it update. Bug report from the issue. I Dont think I tested to see if it works: http://www.leadwerks.com/werkspace/topic/12832-dont-think-collisionhull-is-working-anymore/page__hl__collisionhull Existing bug report for phy file: http://www.leadwerks.com/werkspace/topic/12881-collision-hull-reimport/page__hl__collisionhull I really wish that would be fixed.
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This month brings the world to life with animals roaming the lands and swimming the rivers. This will all tie in with the hunting for food further to fulfil your hunter/gatherer instincts. A few species are already wandering with more planned in later releases. Fish swim the waters which you can catch by crafting a fishing rod, but there is no way to hunt a rabbit just yet so there safe for now. More scenery items also added for more variation in the world. Click to download the May urWorld release. New Features - Craft able fishing pole. -Fishing line to float drawn. - Craft able Spear. - Fishing, you can now catch fish with the fishing rod. - Ground cover flowers (scenery only). - AI Code. - Crafting help display on mouse hover. - Rabbit with basic AI and animations. - Salmon Model with basic AI and animations. - Fallen hollow logs (scenery only). - Placement and rotation of non squared items in world generation. - Place holder ground click identifier. - Loading Screen, loading progress bar. - Fish item icon. - Cook Fish on fire. - Days are longer and nights are faster. - Rain does not occur within the first 3 hours of game start. Known Issues - Pre cache models visible in level. - If you cancel fishing by walking away the fish disappears. -Zooming can get stuck. - No fire sound on a 2nd camp fire. - Evil eyes dont work with more than 1 camp fire. - 2nd camp-fire doesn't provide heat. - Some objects spawn close to waterways making them look like their floating. - If you have an item mounted then try to switch to another different mounted item. nothing mounts until the second click. - Sometimes when you start you can be trapped by trees. - Shovel can be used to chop down a tree.
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I use a small program called Steam Tool. Works great!. http://www.stefanjones.ca/steam/
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Can't seem to find anything for achievements in my account. Like Rick said is it possible for workshop games?
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Hi Martyj, Were doing a monthly release at this stage. Late this month a new release can be expected. For the next build we are implementing various bug fixes; the main focus is bringing a few species of animals into the scene which will lead into the hunting element of the game and some new items to craft/pickup. Thanks for all your feedback so far.
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Yep you can rotate a texture but not in the way your thinking. You can use this in the same way you would set the blend or color. http://www.leadwerks.com/werkspace/page/api-reference/_/context/contextsetrotation-r727
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April brings the next update to urWorld. We barely uploaded the project when the new features and fixes started rolling in, some of which were inspired by your feedback. We thank those who gave the game a try and hope you enjoy this next release. Click to download the April urWorld release. A start-up guide has been created to help you understand some crafting abilities and illustrates what is possible currently in game. Read below for feature additions and fixes. If you have any features suggestions; reporting a bug or just any thoughts in general. be sure to report here. Features - Flint rock pick up added - New logo added. - urWorld Game Chart. - Craft-able Woodsman's Axe. - Craft-able Pick Axe. - Craft-able Shovel. - Craft-able Pick Axe. - Craft-able Rope. - Pick up Stones. - Cook Acorn. - Mine Vein added - Plant a tree Craft Item. - Grab sticks from tree. - Start of health system with health potion. - Volumetric Fog added. - River calved in terrain. - Procedural Ponds. - Inventory Tool tips on mouse hover. - You can cook acorns on the camp fire and eat them now. - Iron mine veins added, however they aren't yet usable. - Healing potion inventory item. - Rope inventory item. - Stick inventory item. - Cooked Acorn inventory item. - Character walks to the closest open tile when an object is clicked. - Level balancing. - Survival Guide' created for a quick reference to the world. Fixed Bugs - Diagonal walking speeds fixed. - Walk animation improvements. - SSAO seen through water. - Camp fire fixes. - Fixed decal border around camp fire. - Camp fire goes out too quickly when lit for the first time. - Dragging rope bug. Known Issues - Zooming can get stuck. - No fire sound on a 2nd camp fire. - Evil eyes dont work with more than 1 camp fire. - 2nd camp-fire doesn't provide heat. - Some objects spawn close to waterways making them look like their floating - If you have an item mounted then try to switch to another different mounted item. nothing mounts until the second click. - Sometimes when you start you can be trapped by trees. - Shovel can be used to chop down a tree.
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make the custom collision mesh a child of your main mesh and you need to name it collisionhull or collisionmesh (can't remember right now which one it is). There is a bug with this that wasnt fixed. If you have already assigned a collision shape in the model editor, you need to manually delete the .phy file created first and do a reimport. For some reason the custom shape wont overwrite the .phy file if one already exists for that mesh.
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Looking at Shadmar's new PBR shader and using other custom shaders in the past I'm seeing a need to be able to modify the texture slot names on a per material or better a per shader basis. Somehow it would be cool if you can define texture slot names preferably in the shader that are read in by the material manager when assigned, so as soon as you assign a custom shader you will easily know what slot does what.
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Good luck and hope it works out for you. I agree with the others i'd just work out a business name and a logo to brand what your working on (That's what we did anyway). I'd be more inclined to use social media, greenlight and indieDB for advertising, even then don't expect much. I use Gamemaker for 2D and you will be surprised how much more quickly you can get results in 2D. There is searchable examples for practically anything and 2D is super fun to create. The exports all work well but it does cost you some $$$, but I suppose if your starting a business you gotta spend money to make money. I think GM is on sale atm too.
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Thanks for letting us know Braqoon. We haven't done any Linux testing as of yet, but sounds like it could be an LE issue. Does that happen to any other games you have on the game player? Cheers
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Hi Thirsty Panther, We thought we would start off with just the one crafting item to get the ball rolling. This will fill up over time and we have quite a number of items on the horizon. The main goal was to get the inventory and crafting system in place. Now that it is, more crafting options will be added. For now at least each release will focus on one aspect of the game, this one is creating a camp fire so you can survive the nights. Next month will be something else. The acorns don't do a whole just yet. The trees will grow and planting a seed will spawn a new tree in the coming releases to make the environment sustainable. As I've read you can roast acorns and eat them, so they may have a dual purpose in game. The tree that it falls from is the wrong tree also. One of the icons is supposed to be flint for lighting the fire and the other is a chicken which can be cooked on the fire to eat. All the icons need replacing, but don't know yet if there going to be drawn or a rendered image at this stage. With the inventory items some sort of info will be added, not sure how it will be delivered to the player, but each item has it's own set of stats. What action is available should be there too i.e. if you can eat it, equip it etc. Yes I agree if you click on a tree he should walk next to it. I know what you mean about the walk anim and will revisit it at some stage, in fact I'll need to revisit most of the art there. It was quite a task getting all the art done in such a short time, so some things didn't get all the attention they deserve for this release. Be assured I will update things like that in the future. Thanks for playing Thirsty Panther and your feedback!
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TR Indie Productions present urWorld available on the Leadwerks Gameplayer for it's first public release. The game is centred around a banished peasant character, who now needs to survive in the woods. The release includes many of the basic playability aspects like path finding, camera movement, inventory etc, but also introducing the first object to craft the camp fire. Welcoming to our team Shadmar. Shad has brought valuable skill sets to the table, not only with shaders, but coding and ideas too. The team is spread right around the world which means development almost happens 24-7. We are looking at a release each month and expanding the world. We look forward to hear any feedback and/or bug reports. Play urWorld On the LE Game Launcher
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It works in bootcamp on my 3 yo pro, however I don't get great performance any more.
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Great work here, looking forward to see how it progresses.
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You haven't seen the last of the soda can.......mark my words........
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That's a good point. My Steam account is quite valuable with all my purchases these days, I don't want to put that at risk.