YouGroove Posted August 14, 2013 Author Share Posted August 14, 2013 Goog. It is character for a game , or just practice ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Pancakes Posted August 15, 2013 Share Posted August 15, 2013 He's for the practice game I'm making - and if I learn enough while the practice game is decent enough I'll want to make it into an actual game. Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
Mumbles Posted August 15, 2013 Share Posted August 15, 2013 Why has he got a deformed uh... sausage, sticking out of his head? 1 Quote LE Version: 2.50 (Eventually) Link to comment Share on other sites More sharing options...
Pancakes Posted August 15, 2013 Share Posted August 15, 2013 It's supposed to be a horn but I haven't sculpted it yet because that part of the mesh has been stretched too far, so for now I just have it there to suggest his silouhette to myself for later, same as his ears and so on Decided to add one more: Frilly Spandex - $42.39 USD equip requirements : Female, Charisma 3 or above, Confidence 7 or above Stats : Defense = 1, Empowers Charm Spells ( + 2 when cast) Flavor Text = "be the life of the party, your RPG party that is" OR "no party is complete without its slutty, slutty mage" OR "more coverage than ***-less chaps" Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
Pancakes Posted August 17, 2013 Share Posted August 17, 2013 Dewin Stuff - Defective Cosplay Sword - $172.00 USD equip requirements : Strength 6 and Dexterity 3 as 2Handed, Strength 14 and Dexterity 9 as 1Handed. Stats : Attack = 10 // All would be successful attacks damage the wielder instead. Flavor Text = "On the bright side, all the blood from your self inflicted wounds will make it look a lot more authentic" OR "Kamehame-aaHHHHHOOW" 1 Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
f13rce Posted August 18, 2013 Share Posted August 18, 2013 Placeholders only, everything still subject to change..... but at least the core gameplay is mostly working 1 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
Pancakes Posted August 18, 2013 Share Posted August 18, 2013 Rough base for female NPCs Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
cassius Posted August 19, 2013 Share Posted August 19, 2013 fantastic! Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Ywa Posted August 22, 2013 Share Posted August 22, 2013 Decided to do some work on the main menu. Changed music, added options screen (W.I.P.) and improved the server browser. Game itself is coming along nicely too. Added serverside Lua support. Lua support is a bit different than Leadwerks's. We use a packages system to load and unload scripts on-the-fly. Loaded packages will be, at a later point, send to clients so it can also execute clientside Lua. The following code adds the Liberty City statue from GTA4 (which I ported for placeholding). local function CreateMap() --Statue local statue = ents.Create( ENT_MODEL ) statue:SetMeshModel( "abstract::stat_hilberty01.gmf" ) statue:SetPhysModel( "abstract::stat_hilberty01.phy" ) statue:SetPos( Vector(20, 18, 0) ) end hook.Add( "gtatestmap.OnLoad", "CreateGTATestMap", CreateMap ) 2 Quote Link to comment Share on other sites More sharing options...
f13rce Posted August 27, 2013 Share Posted August 27, 2013 A gameplay video with my commentary: 8 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
Pixel Perfect Posted August 31, 2013 Share Posted August 31, 2013 Very cool AI Evayr, looking forward to seeing more of this. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
shadmar Posted August 31, 2013 Share Posted August 31, 2013 Doing water (again), this is just a 10000,1,10000 box using normalmaps to animate surface: 8 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted September 8, 2013 Author Share Posted September 8, 2013 Some quick terrain test 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
BES Posted September 9, 2013 Share Posted September 9, 2013 Cool YouGroove ... I made this planet terrain by hand in L3DT(draw tool) .. its my first one that works ...they will look better later http://www.pasteall.org/pic/show.php?id=58997 ..original map size was 16384x8192 5meters per pixel.. And sorry ..dont ask me to post any in-game pics of the planet...since they currently dont work on Leadwerks 2.5 (working on it)..(dont have LE3 yet).. Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
YouGroove Posted September 14, 2013 Author Share Posted September 14, 2013 Mario 64 like latform protyping using BSP only. 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted September 14, 2013 Share Posted September 14, 2013 You can texture scale the entire object now. Select object via perspective view (in order to select it with all it's children), click Select face and scale texture, they will scale relatively. If only one object do the same or ctrl click each face. You can also move,rot,scale with all childs by selecting it via perspective view. Not so smooth, I wish I could shift-click parent in scenetab to select parent with all it's children. I agree on scaling all axis would be nice. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted November 2, 2013 Author Share Posted November 2, 2013 I agree on scaling all axis would be nice. Even today, i loosed too much time trying to find the good scaling of models i resized in the editor modifying manually X and Y and Z each time. ------------------- A new Lua project : PC old school Beat Them up, i got character fighting system working great. All visuals are not final, first is making gampelay and game system. All level is BSP only. 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Shirk Posted January 8, 2014 Share Posted January 8, 2014 Is there any lightmapping in LeadWerks 3.1? Quote Link to comment Share on other sites More sharing options...
beo6 Posted January 8, 2014 Share Posted January 8, 2014 No, because LE 3.1 calculates all lights in realtime so you don't need Lightmapping anymore. Just put as many lights in the scene as you need. Quote Link to comment Share on other sites More sharing options...
Shirk Posted January 9, 2014 Share Posted January 9, 2014 Id still prefer having an option for lightmapping as I find it looks better majority of the time, and it can also calculate radiosity which deferred lighting cant (Not in leadwerks atleast) I also cant seem to change the ambient brightness. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 9, 2014 Share Posted January 9, 2014 Id still prefer having an option for lightmapping as I find it looks better majority of the time, and it can also calculate radiosity which deferred lighting cant (Not in leadwerks atleast) I also cant seem to change the ambient brightness. Go to the Scene tab, select the root node, and the world properties will appear below. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
flachdrache Posted January 9, 2014 Share Posted January 9, 2014 You could use ambient GI cubemaps as additional approximation for static geometry too. Just light maps often fight specular highlights sadly ... Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
Marcus Posted January 9, 2014 Share Posted January 9, 2014 +1 for lightmapping. I would love to use a combination of the two similar to Unreal. You can get much better looking scenes. Plus realtime GI is very expensive. 1 Quote Link to comment Share on other sites More sharing options...
f13rce Posted January 11, 2014 Share Posted January 11, 2014 Had to pause Grievous Grounds to make an intake assignment for a school I'm willing to go to. My task was to make a 2D game where the theme was "Rolling"... I know Leadwerks isn't 2D, but at least I made it look like it with tricks like setting the camera projection to orthographic and stuff. Here are some screenshots of the game: Simple splash screen. The text "Press space to continue" changes its alpha from 100% to 0% and back slowly. HUD is transparent unless you hover it with the mouse so you can enjoy the fancy physics. Sooo in this game you collect the white dots with the colored balls. You can not control the balls but you can enable and disable objects in the map such as platforms, jump-pads and teleports. After collecting the dots you will have to put the balls all the way down where currently the red ball is. You can reset the balls their position by clicking on them. Resetting doesn't reset their velocity though, so you can mess around with that for different results. Still need to add some visual feedback, sounds and maybe an extra level. I'll put this in the store for free when it's done. Will add the source code as well after my interview for the intake (just to make sure). Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
lildragn Posted January 13, 2014 Share Posted January 13, 2014 I agree on scaling all axis would be nice. Even today, i loosed too much time trying to find the good scaling of models i resized in the editor modifying manually X and Y and Z each time. ------------------- A new Lua project : PC old school Beat Them up, i got character fighting system working great. All visuals are not final, first is making gampelay and game system. All level is BSP only. YouGroove do you have a video of the combat? Would love to see what you have. Quote Link to comment Share on other sites More sharing options...
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