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Blog Comments posted by Haydenmango
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Leadwerks Summer Games Tournament
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Nice, I want a second shirt!
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I sent you one of my prefabs that was changed along with the model and textures in a PM.
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This update reset all my entities script fields. Including the bools, floats, ints, etc. If you have any data in your entities script fields you may want to write it down somewhere before updating.
I think your new approach to the script field seems good but like Einlander pointed out it might be difficult to select child entities. Supporting dragging and selecting of entities could be a good idea.
EDIT - The update only reset my prefabs script fields.
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You can now load any image file as a terrain heightmap.
Awesome.
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Looks good and use friendly! Good job.
For waypoints I use this method and it works quite well.
I create a script for my waypoint pivots and give them a target entity. The target entity will be another waypoint pivot placed on the map.
Then the patrolling entity has one waypoint target and once it is reached the patrolling entites waypoint target is replaced with the waypoints target entity.
I hope that makes some sense. I just thought I would share. It's really cool/helpful that you're making these templates, keep it up!
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Awesome! Physics are a lot easier to set up now, great job.
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I am in the beta (because I can't revert to the default branch) and after this update my terrain textures look extremely blurry and my fps dropped from 30 to 10. I am not using the water so something else in this update has caused my performance to drop immensely.
Also if the water worked by attaching a water shader to CSG it would be much more useful; the current system is only useful for oceans/groundwater.
--edit It seems there is a new terrain_lowres.shader that is being used for whatever reason, I am guessing that is the cause of my issues. What is that shader for?
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Very nice job! I am enjoying this update a lot. The new workshop changes make the workshop way more useful and user friendly.
Having vehicles supported but not documented is like knowing what your christmas present is but you can't open it. I hope to see some documentation soon!
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Good stuff! Shift+Drag to select is very useful! Vehicles will be fun.
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I like the level design. I am curious, what is the gameplay going to be like? A shooter? Zombies maybe?? Looking forward to seeing more!
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Thank you all!
There will be an update soon that will fix some bugs and add some totally awesome new features!
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Halloween Game Tournament II Kicks Off
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
The Leadwerks shirt cannot be bought. Only one who has earned the shirt may wear it.It just got real.
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I read it all and updated my project before I got that error. I guess I had to update the update because now it works. =P
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This error is repeating a lot in my log - Error: Uniform "shadowmapsize" is not a vec2 value.
Also the lighting seems to be acting kind of strange.
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Best update of 2014!
Character Physics are amazing now and I can use the scene tree again! I haven't had time to check out the shape hint feature but it certainly sounds useful.
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GeForce GT 630M - I just checked and I have the latest updates for my driver. Driver Version: 340.52
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When I start up Leadwerks Indie Edition I get
Framebuffer incomplete: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
and the editor closes ever since the latest update.
--edit Weird, now it isn't giving me that message and everything works again but I noticed that all of my normal map textures have the Normal Map checkbox un-checked now.
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Thanks for the comments guys!
@miko93 - The terrain, vegetation, and such all came from me adapting my project over time (around 4 months now). I would recommend watching the previous update videos(can be found on my youtube channel) just to see how everything evolved but if you have any specific questions about anything like my workflow or software I used you can send me a pm!
@Thirsty Panther - That means a lot, thank you!
@nick.ace - Hahah, the trap noise really got me at the end. All the small things definitely add up in this game. Yeah save games really changed everything and I really have to give props to Rick for that.
The camera spawn was kind of an out there idea that was just to fun to scrap. Eventually the respawn feature is going to be used for more than just getting back to your body though....
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The building/farming animations/models look good.
I also like where you are going with the stealth.
A suggestion I have is you could make a threat level for your enemies. So instead of entering/leaving stealth automatically you instead increase/decrease your enemies threat level when you are in/not in a stealth area. Once their threat hits 0 they stop attacking. Once their threat hits a certain number they start attacking. I think something like that would make stealth really fun, especially if you had a detection meter to show when something is gaining/losing threat.
Looking forward to more updates!
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Good job, it is working fine for me. This will definitely speed things up!
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The rivers and waterfalls are looking good! Also the dancing was quite funny.
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I really like the idea! It sounds like a nice change of game play for the survival genre. I have been waiting for a survival game that gives players something to work together to kill rather than players just killing players, boss fights sound promising. I also like the idea of being rewarded for how many day/night cycles you survive. I'm looking forward to seeing how this evolves!
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Looks interesting. I agree with Yougroove though, I would like to see more content if the game is 40% done. I like the website design it is very clean and easy to navigate. I wish you guys the best!
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What you imagine you can create as well! Good post! +1 for imagination.
Reflections on the Steam Summer Sale
in Development Blog
A blog by Josh in General
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Bring it on, my body is ready!