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Thirsty Panther

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Everything posted by Thirsty Panther

  1. Got to admire your perseverance Yue. You have spent ages on this. Glad it is finally working for you.
  2. Just wondering how easy it will be to convert our Leadwerks projects to the new UltrEngine. From what I have observed, assets, such as sounds and models should be able to migrate easily enough. What about maps and scripts?
  3. Its AI generated. Check out AIVA.AI You just select the style, instruments, and duration for your track. So in this case I selected Hip-Hop, Lofi ensemble and 90 seconds. That track was generated in about 20 seconds. I only have a free account so the copyright of the composition stays with Aiva. If you get one of the paid accounts you can own the copyright of the composition. It even has an option to upload a track you like and it will generate something in a similar style. for you.
  4. Something like this? https://creators.aiva.ai/publicPlayer?c=61dddc4c85be100025c2aa00
  5. Check out Action 2 https://soundimage.org/action-2/ Has some tracks for racing games. Not blusey but more "Outrun" style. You could also look at Erics chiptunes music as they have a similar vibe. His rock section might be more useful if you want something a little more upbeat.
  6. Josh, have you tried using TWahl's Sci Fi textures in the new engine. Would look fantastic .
  7. AMD have a free library of PBR materials. https://matlib.gpuopen.com/main/materials/all Over 200 materials such as concrete , metals, plater and lots more.
  8. This thread might be of some help. Its a little old but has example code that will head you in the right direction.
  9. You need the base version of Leadwerks to run the Pro version. If you look at the Humble web page, at the bottom it states this. https://www.humblebundle.com/store/leadwerks-game-engine-professional-edition
  10. So does that mean it will be awhile before we see UltraEngine? ie post Christmas.
  11. There are 2 options. Buy outright on Steam or buy the subscription method here on the Ultrengine website. Re the person not being able to login the appkit has been updated to handle special characters. Josh answered this on the steam forum.
  12. It's a bit tricky this one. Inside Leadwerks goto the Marketplace menu and select "Workshop". Browse thru the different content until you find the Particle Pack. For me it is on page 25. Click on "Install". Close the Workshop window. To open the Particle map select open map in Leadwerks. Click on the up arrow so that you are in the root directory of the project. At the bottom of the list you will see "ParticlesPack.map" Select this and open. Now go to the view menu and select "realtime renderer". The effects should come to life for you. Under the scene tab select the entities tab and you will find all the different emitters . Click the Emitter tab to see the settings they use. To make some new effects you can go to the appearance tab and change the material used. Smoke and softsmoke make good smoke effects. Or use default and change the start and end colors in the emitter tab to get even more variety. Once you get the hang of a single emitter group multiple emitters to get more realistic effects.
  13. You need three things : - Dramatic background music. This sets the scene and lets the player know that a battle is about to take place. Check out Eric Matyas Epic music https://soundimage.org/epic-battle/ - Sound effects. In the video you linked to they used great sound effects. Body hits, sword clashes and swhooshes all add to the atmosphere. You can find some free ones at freesound https://freesound.org/ . Sonniss also give free sounds every year http://sonniss.com/gameaudiogdc# You might also consider buying better quality sound effects Humble, Fanatical and Groupees often have good deals on audio effects. - Particle effects. This is the hardest to get right. You need to combine coding and art to get a good result. For example player does an sword attack. Using code we work out whether the players attack misses. We play a swhoosh sound and play a particle effect of a sword going thru air. If the player hits the enemy. Does the enemy block the attack. Then play a Clang sound effect and play a spark particle. If the attack hits the enemy then play a body hit sound and blood splatter particle effect. There are some particle effects in the Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=402677565&searchtext=particles These are basic but should get you started. Good luck.
  14. Level 80 have released a free game design PDF. https://80.lv/articles/a-free-ebook-with-100-game-design-tips-and-tricks/
  15. So is the plan 2D engine , SDK and then fullt 3D engine with editor?
  16. Do you have a navmesh built? Without it the Crawler won't know where it can move.
  17. Take a look at the "Monster and Soldier AI" scripts in the Scripts- Objects- AI folder. That should get you started.
  18. Try this thread. and if that doesn't work try this one.
  19. https://www.ultraengine.com/learn/CPP/CustomWidgets
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