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Posts posted by Josh
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You can create a level editor for your game. You cannot create an editor to make new games. 3.1 will be available for pre-order soon. Each major version release is a paid upgrade, on a roughly annual basis.
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Or you can use that to stretch the news out over two different events, the launch and the availability of the demo.
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Spammers like to put back links in their profiles, and it hurts this site's rankings.
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You have to choose a sub-category.
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He is a little short, but I scale him up to be about 1.8 meters tall.
These scales aren't designed to be precised real-world measurements, but rather large power-of-two numbers that line up on the grid easily. It makes the life of the map designer much easier because you don't have to do a lot of small adjustments.
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Just throwing some ideas down. Something like this would be lot of fun:
function Plugin:Start()
local widget
--Identify what kind of plugin it is
self.type = Plugin.HeightmapGenerator
--Create info table
self.info={}
info.name="Josh's fractal noise generator"
info.author="Leadwerks Software"
info.company="Leadwerks Software"
info.url="www.leadwerks.com"
--Create UI table
self.ui={}
--Add a widget to the UI table
widget = {}
table.insert(self.ui,widget)
widget.type = Widget.Spinner
widget.name = "Noise"
widget.range = {1,100}
--Add another widget to the UI table
widget = {}
table.insert(self.ui,widget)
widget.type = Widget.Dropdown
widget.name = "Mode"
widget.options = {"Normal","Advanced","Extreme"}
end
function Plugin:Run(buffer,heightmap)
local noise = self.ui[1].value
local mode = self.ui[2].value
--Fractal stuff goes here--
end
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They are functionally the same. The UI on Windows is getting a really nice update.
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This is a documented bug that has been fixed for the next update.
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Here are some common measurements we are using:
- Stair steps should be 0.25m tall and 0.375m deep, with a width of at least 1.5m.
- Doorways should be 2.5m tall by 1.5m wide.
- Thin walls should be 0.25m thick.
- Thick walls should be 0.5m thick.
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- Stair steps should be 0.25m tall and 0.375m deep, with a width of at least 1.5m.
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Definitely go with raycasting. Set the character model pick mode itself to zero so you can collide with the hit boxes, not the model geometry.
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I don't do that because prefabs require one top-level entity. Maybe a check can be added in the future. But you can re-save a prefab file you opened.
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Go to File > Open and choose .*.pfb for the file extension. Prefabs files are really just .map files with a different extension.How do you modify a prefab and have all instances be affected? If I drag in a prefab to the scene and modify something it tells me it'll break the fact that it's a prefab.
It would be real nice if a prefab was created and edited like a world as mentioned they are basically a world anyway. For example you can open up or save as a prefab in the world editor, or a separate editor window, make your changes and then save. This would eliminate the need for a base model in the level too.Wow, documentation fail. That's exactly how it works.
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They're both the same in terms of computational efficiency, but if you use a prefab you only have to set up physics and stuff once, and you can always modify that single prefab and all instances of it will be updated.
So really the map designer should always be drawing from the "Prefabs" folder. The person designing the props should be preparing them as prefabs for final use.
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No exact release date, but you can read more detail about it here:
http://www.leadwerks.com/werkspace/blog/1/entry-1155-leadwerks-31/
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This is an advanced topic that isn't well documented. The interpreter class has analogs for most Lua commands, and ToLua++ can be used to generate your own binding code for Lua. In the future I hope to have more built-in tools to support this.
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I prefer not to delay it.Don't you anticipate that when you release and announce the full, paid version that people will want to first try a current, working trial version to test it? There are 385 backers who didn't pledge enough to receive the engine plus whoever else your announcement will draw. Seems to me you'd lose some potential customers if you don't have a trial ready at launch.
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The PNG format has some funny settings like interlacing and some other things. You might try looking in the options of your exporter, since it seems like it can't load those.
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...at some point after.
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Thank you. This was recently reported and fixed for the next update.
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Both. It's all going to be focused on first-person shooter mechanics.
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Here's a video about exactly this subject:
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It should only apply it to the surface you dragged it onto.
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3D World Studio had a good run, but Leadwerks 3 is replacing it.
buy upgrades?
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