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Everything posted by Pancakes
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I'm just going to get to the point. Leadwerks 2 is perfect for me in some ways, I didn't need networking. I only wanted to make a single player PC game. I love the lighting SO MUCH in Leadwerks 2 especially when combined with the Crysis SSAO shader that a user submitted. The visual fidelity blows my mind whenever I look at it. Some people say that the graphics of a game don't matter so much. And those people would be right. However it's undeniable that humans experience reality through the senses, and one of those senses depends soley upon light. Experiencing Leadwerks 2 lighting is an experience like no other game engine I've ever seen. Much like paintings and sculputures, the lighting isn't 100% realstic, instead it's stylized, so that leadwerks lighting allows for scenes that are beautiful in their own right, in a way that extends beyond reality. Leadwerks 2 renderering allows for visual expression like no other game engine. ANd that's meaningful!!This is why I feel almost hurt by opening my leadwerks 3 editor and not seeing that same rendering technology as in Leadwerks 2. I just feel confused like a dog who is waiting on their master to walk through the door even though the master has gone off on a business trip. I understand that the render will eventually come into Leadwerks 3 but for the time being it's just a genuine first world problem if you know what I mean. I will say this: I would have gladly paid $999 for Leadwerks 2 + Kismet + no more need for UU3d. That would have been the perfect Leadwerks package for my personal needs. I didn't need anything else out of this game engine. I'm not trying to express disappointment in Leadwerks 3 I'm just trying to say that I loved Leadwerks 2 so much that the change is rather jolting!! And I can't just automatically jump when the change was such a fundamental one to that which I loved in Leadwerks 2 I'm still conflicted. I love the new importing and editor. LIke I said I know that eventually Leadwerks 3 will have the improved renderer I know. Just had to say this. I'm gonna have to think for a while about this. I might wait until the end of April.
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I was really surprised not to see the Leadwerks 2 amazing lighting and vegetation at the forefront in the demo of Leadwerks 3. I would really like to stick with Leadwerks in spite of my overall "meh" experience with support but my two favorite features aren't being shown in the Beta of Leadwerks 3 at all. I was a bit surprised to have to "Build Lighting" in Leadwerks. Not having to build lighting was my favorite thing about Leadwerks considering that I put up with how much I hated using UU3d just so I could experience the Leadwerks technology. The lighting is the reason I came to Leadwerks. And the flowgraphs are the thing that would keep me with Leadwerks. I would ask when these would be made available in the new release but I can't remember the last time Josh has given me a straight answer to any of my questions. So I will cross my fingers that someone he does like to answer will ask these two questions in my place. So if Josh ignores me again would someone he doesn't usually ignore please ask him these 3 questions and then perhaps PM me the answer: 1. When will the advanced lighting of Leadwerks 2 return or are they already in there and I don't know how to get to them? 2. When will we get more info on the Flowgraph workflow and how they are going to be used in the long run? 3. Just want to hear directly that Ultimate Unwrap3d is no longer needed ever ever ever ever ever. I will say that I was willing to pay $499 or even $999 for a Leadwerks 3 that had all the positives of Leadwerks 2 plus completed and fleshed out flowgraphs and liberation from Ultimate Unwrap. But at this time I'm looking for clarification on the lighting and the flowgraphs and the liberation from UU3d.
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Josh has a point in that, on my GTX 275 Leadwerks was pretty slow. I was grateful to receive a 20fps once I added a few models and lights. But ever since I upgraded to GTX670 the dam thing refuses to slow down. I think Leadwerks is highly scaleable. Manipulating the editor feels much more like a "sandbox" because u just say I want a light here and u put it there. It takes power to simulate the physical world in that way. Everything in Unreal is faked and that's why it runs so fast and that's why AAA companies continue to use it. If you haven't seen Leadwerks run on a GTX670 or above, I recommend u try it. You will want to slap yourself depending on how far of an upgrade you are making from what you had before. The GTX670 is literally 3x more powerful than my old GTX275, which in its own right was never a slouch to begin with. I get triple the performance in Leadwerks now. Where it would once sit at 20fps and refuses to drop below 60.
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I could use this right now actually. Give me a good price and a list of features
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take my money now don't fight it Btw, is there going to be a beta for this? And can I sign up for it please? I ain't too proud to beg.
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..small update with some characters in gameplay..
Pancakes replied to Naughty Alien's topic in Showcase
Is it not being released on Steam as well? I'd rather support Valve than EA if possible. -
..small update with some characters in gameplay..
Pancakes replied to Naughty Alien's topic in Showcase
Nice I like all the models and textures a lot. I also really love the design for the girl character. -
Justify My Love (of Constructive Solid Geometry Modeling)
Pancakes commented on Josh's blog entry in Development Blog
At the end of the day it all comes down to user skill. I'm still not convinced about CSG. Trust me, if it I thought it were more effiecient/easier for me I would embrace it. For starters every student of game design is learning 3dsMax anyway or blender. I also don't think CSG is faster because I find that actually designing the environment is what takes the most mental effort, pressing the keys to actually model it is generally much simpler even without CSG. There are tools within the modeling apps these days that make CSG seem redundant too. For example, there is no need to wrestle with geometric volumes when modeling a basic floor plan, instead u use only planes to define and then you press a button to add thickness to everything at the very end. But I'm sure you'll do a dynamite job of it -
Leadwerk Community Project 1. Setting Up
Pancakes commented on AggrorJorn's blog entry in JornAggror Blog
With a beard like that on our side, failure is simply no longer an option. -
lol I don't think you understand what I'm saying
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This project is really cutting into my game development research
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Yeah I got confused too. I was referring to the poll where he asked whether their should be a new forum just for the community game. But when I read his comment I couldn't tell if he was referring to a preexisting one of not. And to think of it, it's impossible to know which I was referring to either.
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Hello, anyone know which settings to push in order to bake a normal map in blender so that it reads properly in LE? I usually bake in 3dCoat, but I want to start using blender for normal maps. Right now my settings are : Best Quality, Tangent Space, Automatic thanks
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Would the forum be closed to only members? I think it should be, but that would require some work from the admin I think.
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But then you still have the problem of $7/800 overflow in your bank account! Back to the drawing board.
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I'm leaving this here, because the comment section of that otherwise pretty awesome google doc thing confuses the **** out of me. Whoever it is that wants to be the Art Lead, should probably be gathering some reference materials for the other artists to follow. Even if you don't end up as the art lead the reference would be useful for whoever actually does become it.
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Um, I think it's for animation enthusiasts. But it looks impractical especially if you have any sort of IK solvers, then the doll and the rig won't match up. The doll takes up two of your hands and a bunch of deskspace so I'm not sure if this is an improvement over keyboard and mouse. It's a fun toy for enthusiasts. But what do I know?
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It's hard for me to choose who I want as a project lead if I can't see any examples of their work. Or should I flip a coin? Take bribes?
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You're mistaken, I was never pessimistic. I was realistic. I join the project now, in the face of that realism because people that I respect have decided to be involved too. It's as simple as that. Besides it's fun.
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Where is the list of everyone who has already joined? If I won't be able to do too much. But I can help a little bit. It's always been a personal goal of mine to develop a game with Rick and Aggror some day. Seeing as 50% of all coding I learned from them. So I'll join, but I don't think I'll be one of your main guys.
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2D Animated spritesheets...anyone interested?
Pancakes replied to ChrisV's topic in General Discussion
How does one get these to work inside of Leadwerks? I want to start using some. -
I still have to say I think that ICO path is best. Effort wise you will get the most bang for your buck. AND, the artstyle can be as surreal/untrained as it wants to be. And any lack of polish can be seen as a stylistic device to convey an emotion. Partially because In ICO emptiness is just as powerful to the experience as having actual objects. A sparsely populated environment, either interior or exterior, with leadwerks lighting could prove very effective without the need of creating very many art assets. But most of all, very many complex art assets. (instead of modeling a rifle, you would be modeling a barrel and a sword just as an example). Also, I thought that the puzzle oriented design of an ICO - like game would appeal to the programmers here. From a technical standpoint, developing such a game wouldn't be any more challenging than making a zombie game. However I feel you'd have more freedom to express yourself from a design stand point. It's not that I am particularly in love with ICO, it's just that in my honest opinion it's the best route to take and very feasible to complete such a game. It's only required features are movement, the most basic combat you can imagine (optional)...and that's it. The rest of the game is conveyed through level design and music. The only issue I see with a zombie game is that of course the feedback that you convey into the zombies themselves. Making the zombies feel satisfying to destroy will be technical challenge seeing as the killing of said zombies would be the meat and potatoes of the gameplay experience I think. I don't like it when so much of the game hinges on just one person, in this case, your animator. With a more impressionistic artstyle, such as ICO, you can allow the programming to stand at the fore because it's going to be the cleverness of the programmers that actually define the meat and potatoes of this style of game. And most of all as I said I think it's doable. For those of you that don't know Ico:
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Whatever you decide to do, might I suggest you find a way to take full advantage of all the very experienced programmers that you have? It would be best to limit the amount of characters (which require animation and textures) to an absolute minimum. Even with some experienced artists onboard you're going to have to decide on what you want, then build a concept, and then actually make it. I would suggest a game like ICO or Shadow of Collosus. Sparse enviornments, very few characters. Lots of emotional impact with minimal cutscenes. This will give your music composer and story boarder something to think about. While all the complex climbing and object interactions will be something to keep the programmers busy. Puzzles for level designer etc. But I look forward to seeing what you guys REALLY decide to do.
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As I said before, the leader of this thing will have to be 4x more committed than anyone else. And ALWAYS ready to respond to everyone's messages ASAP. Otherwise things will quickly tumble into chaos. And basically, the leader is just an empty vessel for one of these things as well. Who will be the sacrficial lamb? I led a 30 man team for one of these projects for about 3 months in the past. I was "that" guy.If the leader falters for one second, everyone stops working. Who shall it be? You will give up your life until it's done.