karmacomposer Posted April 16, 2013 Share Posted April 16, 2013 Before I commit to buying the engine and IOS/Android upgrades, I need to see that it's working. I am done buying engines that never go anywhere. I own many, many engines that could not be used for their intended purpose due to bugs, incomplete features, etc. At this point, I want to witness a IOS and Android game that can actually be played before I invest MORE hard earned money on ANY engine. So far, the only engines I have seen working 3D games on IOS and Android is Unreal, Unity and Shiva. The latter barely working because the way in which you have to compile to Android is so convoluted and filled with bugs it almost does not work. I've seen ONE game made with Shiva that works on Android. Unity, as we all know, works just fine but is VERY expensive if you want to sell something. Unreal, even more. If Leadwerks actually works on mobile devices, it would almost be revolutionary. Could someone point me to one - even if it's the same demo that ships with Leadwerks 3 beta? Thanks. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Rick Posted April 16, 2013 Share Posted April 16, 2013 I have a small game waiting to be reviewed on the appl app store. I own many, many engines that could not be used for their intended purpose due to bugs, incomplete features, etc. This line makes it hard though because there will always be bugs, although I can tell you on the publishing to mobile side, I think those are all cleaned up and it's very easy. Incomplete futures, well this can start coming down to what features you are expecting. For my game LE3 had all the features I needed but it's a small and simple game. I can say that running LE3 programs on mobile was very simple for me. Important things to note is to install to default locations to avoid problems. Never change the installation path from it's default or you'll have issues (they can be overcome but they will be there). If you install everything to the default location it should be a slam dunk. Quote Link to comment Share on other sites More sharing options...
Admin Posted April 16, 2013 Share Posted April 16, 2013 We're working on an example game with a set of tutorials, but it will take a bit longer to produce. Publishing a game to mobile can be tricky just because of the things Apple and Google do: provisioning profiles, USB drivers, etc. However the process seems to have gone very smoothly for most people. We don't get a lot of help requests for that, which tells me the documentation has done its job. Quote Link to comment Share on other sites More sharing options...
Admin Posted April 17, 2013 Share Posted April 17, 2013 Here are the instructions for compiling for iOS: http://www.leadwerks.com/werkspace/page/documentation/_/getting-started/compiling-for-ios-r683 And Android: http://www.leadwerks.com/werkspace/page/documentation/_/getting-started/compiling-for-android-r625 Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted April 17, 2013 Author Share Posted April 17, 2013 Here are the instructions for compiling for iOS: http://www.leadwerks...ng-for-ios-r683 And Android: http://www.leadwerks...or-android-r625 Both of these instruct you on how to compile for c++ I do not program in c++, is there any other language I can use for Leadwerks 3? Leadwerks 2 worked with BlitzMax. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Rick Posted April 17, 2013 Share Posted April 17, 2013 It's C++ or Lua for LE3 with unofficial bindings for C# that someone from the community maintains. Quote Link to comment Share on other sites More sharing options...
Admin Posted April 17, 2013 Share Posted April 17, 2013 You can use Lua, but it still requires a build like that to deploy to mobile. BlitzMax does not work with any mobile platforms. Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted April 19, 2013 Author Share Posted April 19, 2013 But I can use Lua (and have to learn it) to create games, right? I do not need to know or use ANY C++? I sure hope not. If C++ is needed, then i'm out - that's the deal killer for me. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Rick Posted April 19, 2013 Share Posted April 19, 2013 You can only use Lua to make games. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 19, 2013 Share Posted April 19, 2013 You can only use Lua to make games. You can use only Lua, if you want. Lua's a very simple and fun script language, and we have an integrated script editor with debugger and code stepping to make it easy. 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...
Rick Posted April 19, 2013 Share Posted April 19, 2013 Bah, sorry. Amazing how "only" changes the entire meaning Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted April 22, 2013 Author Share Posted April 22, 2013 Let me ask this another way. Has anyone who bought the IOS and Android deploy modules exported their game to either and played it? Did it look good? Did it play well? Was it easy to do or a pain in the backside? Any example at all? Even the demo project that comes with the trial. Surely there has to be someone who exported something to a mobile platform by now! Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Rick Posted April 22, 2013 Share Posted April 22, 2013 http://www.leadwerks.com/werkspace/topic/6622-my-whacky-moles/#entry55293 This is a game I made with Leadwerks 3. It's available on both iOS and Android devices. I think it looked decent, but it's not a crazy visual game. You can download the free or .99 versions to see how they play. The only pain I had was more to do with Apple's process to publish games than anything else. The LE3 side was very painless. Quote Link to comment Share on other sites More sharing options...
BenH_76 Posted April 22, 2013 Share Posted April 22, 2013 Let me ask this another way. Has anyone who bought the IOS and Android deploy modules exported their game to either and played it? Did it look good? Did it play well? Was it easy to do or a pain in the backside? Any example at all? Even the demo project that comes with the trial. Surely there has to be someone who exported something to a mobile platform by now! Mike The engine is so new thats why not many have yet deployed to mobile. I just got started on my game with Leadwerks 3. The engine is easy to use though so far. I have a few apps on the app store using Unity, but I am using Leadwerks now and foresee many apps in my future using this engine. 1 Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted April 26, 2013 Author Share Posted April 26, 2013 http://www.leadwerks.com/werkspace/topic/6622-my-whacky-moles/#entry55293 This is a game I made with Leadwerks 3. It's available on both iOS and Android devices. I think it looked decent, but it's not a crazy visual game. You can download the free or .99 versions to see how they play. The only pain I had was more to do with Apple's process to publish games than anything else. The LE3 side was very painless. Very nice. I downloaded the free app and its adorable. I'll have to buy this for my son. Thank you. Now I know it can be done. Now, can you deploy to IOS with just Lua scripting? Same with Android? Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Rick Posted April 26, 2013 Share Posted April 26, 2013 My Whacky Moles is created all in Lua. So you can do that, however you still need Visual Studio and xcode. In LE, it has a C++ program that launches your main Lua file. Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted April 26, 2013 Author Share Posted April 26, 2013 And if you do not own a Mac? Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Rick Posted April 26, 2013 Share Posted April 26, 2013 To publish to iOS devices you have to own a Mac. This is Apple's requirement not LE's. I bought a Mac Mini. It's the cheapest mac you can get ($600), and it work when running LE and using it to publish games to iOS. Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted April 26, 2013 Author Share Posted April 26, 2013 I used to own a Mac Mini but gave it to my Dad due to NEVER using it. Hmmm. I really have to re-think this. Not sure if I want to spend the $$$ and cannot use it for IOS deployment anyway unless I own a Mac. Is it a 1-button deployment or is there a complicated list of things you have to do (for both IOS and Android) to deploy? Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Rick Posted April 26, 2013 Share Posted April 26, 2013 From LE's perspective it's a 1 button deployment. That will create the xcode project for Mac/iOS or the Eclipse project for Android. At this point your projects are all setup for you and you just have to build it and test it on device or simulator. I found all this easy. Deploying to the app store for iOS is confusing and complicated the first time however, but again that's Apple's doing not LE's. Android is much easier but still has it's confusing parts. Deploying for Mac/PC is much much easier 1 Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted April 26, 2013 Share Posted April 26, 2013 so the short answer to that last question is NO... "1- button deployment"... LOL sorta like the "easy button" at Staples... the sister to the proverbial "make my game for me" button... you outta trademark that... if noone has already... makes for good ad hype copy -- Mike Quote Link to comment Share on other sites More sharing options...
Rick Posted April 26, 2013 Share Posted April 26, 2013 .NET's "click once deployment" is the easiest deployment I've ever worked with. Would be nice if others would get with the program and take a page out of MS on that one. Quote Link to comment Share on other sites More sharing options...
xtreampb Posted April 26, 2013 Share Posted April 26, 2013 but the thing with one button deployment i feel is that it takes out some of the control that you have with step by step deployment. Of course there are always work arounds (such as built in auto update code inside you applications that users can turn on and off) but i still feel as though you lose control when you start automating processes. Quote bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post! Link to comment Share on other sites More sharing options...
Rick Posted April 26, 2013 Share Posted April 26, 2013 For sure. There is always a cost to be paid for automation Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted April 26, 2013 Author Share Posted April 26, 2013 It's just that in two of my programs that deploy to multiple targets, the methodology is so convoluted, almost no one can figure it out. Especially for Android. I don't own a Mac any longer, so that one will be much harder. So the Mac Mini is the least expensive of the Macs? Too bad you cannot use an iPad! I do have Visual Studio and Eclipse, so Android deployment will be very possible. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
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