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Blog Comments posted by Josh
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Honestly, I kind of want to make the shirts just so I can have one.
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I can't produce your error. Please file a bug report if this behavior continues.
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Please tell me your graphics card,
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I pushed an update out this afternoon.
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Build is updated to fix that crash.
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That is completely possible since this is using a brand new build of Newton. I'd like to try your project. If this causes problems for you switch back to the stable branch for now.
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What?
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Oh man, it's too early in the morning for jokes like that...
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And that's why it's called beta.
Thanks, the problem had to do with terrain. Easy fix.
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Post your map so others can try it.
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I just updated the beta branch so it will automatically copy the new files into your "MyGame" project.
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The IDE options now appear in the options dialog.
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Ah, thanks for that!
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One of the most important lessons I have learned is you can't let customer feedback drive product development. Features are requested without regard to the cost and order of implementation, and usually without regard to an overall plan and focus.
It's definitely important to get feedback on usage. For that kind of thing, it works best when the user describes their problem instead of suggesting a solution without really saying why they want it. We've had some usability issues turn into same-day implementations here, like the recent changes to the model editor interface.
So product development requires good judgement and although customer feedback is important, you can't abandon responsibility for the design and just do whatever gets asked for.
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I read everything, but I usually don't announce things ahead of time. It's always possible for something to sound like a good idea, but I don't know how well it will work before I actually implement. Sometimes, things make sense to develop in a particular order, and sometimes they have to be weighed against the bigger vision of where the software and community are going.
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SciFi Interior Construction Kit Released on Steam
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
BTW, ChrisV provided the skybox.
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Thanks for the info. Yeah, if I converted their "credits" correctly, it's actually cheaper to just have my own animations custom-made. I'll have a set of reusable animations you can experiment with soon enough if you want to try them out.
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The animations are quite good. What do you think about the quality of the character? Does the license allow you to sell this model, or only use it as part of a game?
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It's Arteria's modular sets. It's a neat idea, but not really practical for us. You still have scaling, scripting, and all kinds of little adjustments before you have a usable model. Hiding unwanted limbs isn't really practical in the engine because all those 4x4 matrices still have to be recalculated and it will entail a lot of excess overhead. I want you guys to have access to lots of high-quality stuff that is ready to use out of the box.
I didn't mean this post to read "no new features", I just wanted to make it clear that more features alone don't move the ball forward in terms of game production. I'll continue to add stuff while the artists work on the models.
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Yes, a standard T-pose will be provided. Adding bone weighting tools into the model editor is also an option in the future.
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It's up to the author to decide. I suggest 1024x768 for small games. The script that is run is their own, so they control it.
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Leadwerks Game Engine 3.2 Unveils Steam Workshop
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
3.2 is a free upgrade. Just run the updater you originally used to install it, and you'll get it. If you have it on Steam, you're already up to date.
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I noticed that. It was caused by the shadow under the banner. Fixed.
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Or you could have a desk and computer in the virtual world, and build the world round you as you sit in it.
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An Experiment
in Development Blog
A blog by Josh in General
Posted
It's just going to do FBX. Again, this functionality is coming to Leadwerks anyways, so it is not important for Leadwerks users to back this project. The product will basically just be the model editor dialog in Leadwerks as a standalone application, with the coming animation rigging features.