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Everything posted by ZioRed
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Very nice work! Just as side note please raise the voice, I didn't hear ¾ of the words
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For "simple" and "fast" programming (if you're not a programmer) I would suggest C# (well may be also LUA but I like C# much more). I was making a MMORPG (that I had to put aside because of my very few spare time) and it was so fast that I decided to not switch to C++ because there wasn't enough FPS difference to make it worth.
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Here is: http://dl.dropbox.com/u/7928134/FontStudio.rar
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I like the final comic effect very much for a game
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Ahhh TF2, now that it's F2P I would like to try it but when I saw it is 10G...well I won't waste so much space for a game like that, I reserve that amount for my Warhammer Online (when I'll renew my submission, if not too busy ni the next weeks/month)
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Are you the "Medic" she yells according to her stream (though I don't understand what game is it since I usually play only fantasy MMORPG)?
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Very good work! When you will be ready with a cool visual editor I would think a little more on this, it could reveal a nice earn if you sell it on Asset Store even at low price, I hate to see only models and textures on the store and I'd like to see specialized libraries and scripts there to let it grow up.
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Here I am, it's not a problem at all, I had a talk chat with Roland just now and I'm going to update the builder with these changes requested, let's go, it should be ready within a couple of hours
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Scenes list and different Scene and Project panels
ZioRed replied to ZioRed's topic in Suggestion Box
Good for the splitted panels for "current scene" and "project assets" It's just about having the possibility to have the scenes of a project listed as node in the project panel as well just like a common asset: I think that if you double-click on an asset it will open the program associated to its file type (probably), so when you will double-click a "scene" asset it will open the selected scene as the current one (and will ask to you to save the current one if you made changes since it was opened/saved last time). Again, I don't know if it's already designed to work this way. -
The error message box "can't open scripts/class" is raised usually when you haven't the "Scripts" LUA folder in your bin/Debug folder (or Release, accordingly to your compilation mode) as Roland mentioned.
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I don't remember if it is already planned to be in this way, so I write these suggestions here. About the "scene list", well there is nothing to say, the pipeline I would like to have is: create a "Project" in the editor, it will ask for the project folder where you have the assets, it loads the assets in the asset list create a "Scene" in the project, drag&drop the models and save it somewhere in the project folder Create another scene in the project, drag&drop the models in the scene, save the scene in the project folder ...etc the scenes could be listed on another tab besides the asset list. Another thing I would find useful is the editor to have two different panels: Scene: here you have a list of all the objects of the current scene, you can double click on a node to go directly to it in the scene viewer Project: here is the list of all the assets available in the project folder and you will drag the assets from here and drop into the current scene (this panel could be more splitted in two to have both the above scene list and the asset list) The main reason is why I find very annoying to scroll up/down the list of assets (that in a game could be very huge) to find the one model I used in the current scene and most of time I find annoying to navigate the entire scene to find what I was looking for. Also in this way you will know exactly and quickly what the scene contains, without the need to scroll the asset list and find a "+" on the side of an asset node.
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Leadwerks Builder has been updated just now with this new logo as requested
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I'm ever happy to come here and always find Lumooja's own point of view about whatsoever language he use at that very moment with his own tests and his own conclusions, at least I find here a way to smile... you should be on one of the picture on 9gag.com
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But, I think what most programmers don't understand is that they shouldn't be so cocky to think that they're "God Of Programming" and that there is ever a little chance that someone else has a cool idea to improve your own work. Like frednaar, I find Mono much better than every custom script editor you could build yourself for LE, because it supports very many different language, it's cross-platform and YES even scripting languages like Javascript or LUA can be coded there, please read here before judging. You could use Mono for LE to have one only IDE to program in LUA, C# and even C++ (this one only for Windows platform it seems). You guys should do at least a little search before being so sure of what you think, or at least argue your thoughts.
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omg again, this is the third time we upload it... Ok I just uploaded it again, I hope this is the last time @Josh: can you remove the broken report on it please?
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...and finally the must: MakeMoney(long whatYouDreamIsWhatYouGet) !!!
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New here and wondernig about C# specifics
ZioRed replied to TheRhinoDude's topic in General Discussion
I abandoned mine only because they are very far from end and I want to continue them without being worry that tomorrow I must modify it, so I'm waiting for LE3 and doing something else where in the meanwhile. I hadn't experienced any performance issue with the same C++ and C# code, may be just very few FPS (almost less than 10 however, on a mobile graphic card) in favor of C++ but it was perfectably acceptable I think. -
New here and wondernig about C# specifics
ZioRed replied to TheRhinoDude's topic in General Discussion
LEO.NET has been dismissed and no longer supported by Roland/me. -
New here and wondernig about C# specifics
ZioRed replied to TheRhinoDude's topic in General Discussion
I was never near to be a coordinator or similar, I put my experience on the table and offer my spare time to help the community (and the company if it's needed), I think there shouldn't be any discussion about HOW the API should be, that is if Josh really want to mantain absolutely the same syntax for both C and C# then the "official" wrapper must be done in the way he decides. Then if someone doesn't like its design then he can ever build its own helper, BUT I think it's needed an "official" wrapper and its coordinator/technician (even with more than one member eventually, since Josh seems to not be the right person to work on C# currently). The current LE.NET is build exactly like it is in the procedural C and I don't know of any open bugs reported, so I assume it works as intended. And someone already use it in the (bad) way of procedural programming or incapsulated in his own wrapper and nobody complains except the pure C#er, but I really don't care about if procedural way (and future LE3 C++ way) is ugly or beautiful, the point is that it must work -
New here and wondernig about C# specifics
ZioRed replied to TheRhinoDude's topic in General Discussion
Personally, I see no problem on using a raw library (like LE.NET is already) and then design a good C# library on top of it (like Leadwerks.NET is already), but not only a strict cool C# OO wrapper but more something like Lumooja's Gamelib, that is a pre-built game helper package to sell on the store, like the FPS/RTS/RPG constructor kits available on Unity's Asset Store. I would be more interested in doing such packages. PS: of course as C# developer I find the raw getter/setter C++ method the worst ugly thing I can ever see. Up C# forever! -
I have no experience at all about physics engines but, since I hardly rely on an open source software for my commercial products, I voted PhysX both because it's developed and mantained by a well-known company like NVIDIA and because it's used in many games and engines.... if the most known engines trust it then I think there is a really good reason to trust it too. PS: yes I don't like open source at all for professional use and it has absolutely no clue that it's free, I want to pay and have support if I have to sell my product, I cannot rely on a 1000000000000 different developers but on a single company. Of course for private home use, open source is a good thing, but ONLY for that use and not for professional. PS2: @Mika your "statistics" about linux users who want to pay is very funny and ridiculous as 99% of your stats about linux and open source in general, I'm ever glad to read fakes from utopian penguins
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oes anybody have a last version of Chris Paulson's IK ?
ZioRed replied to VeTaL's topic in General Discussion
Isn't the source code here? Also in that blog post talks about some locomotion functions/classes and I don't know if it is this. EDIT: well I found a ChrisGame.rar lost in my LE's downloads, don't know if it is what you are looking for but it seems so. -
I just uploaded again the latest version that we released for LE.NET, also you could be interested in Lazlo's Leadwerks.NET framework that is built on top of LE.NET but I don't remember the URL for his SVN repository so Lazlo should create a new thread about it in the C# forum to notify again.
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File Name: LE.NET File Submitter: ZioRed File Submitted: 21 Apr 2011 File Updated: 21 Apr 2011 File Category: Tools This is the base unofficial engine wrapper for Microsoft .NET languages, brought to you for free by the community itself. This version has been implemented, released and mantained by Brandon, Roland and ZioRed. The package contains both a compiled version and its source code with a user reference manual in PDF. Click here to download this file