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Posts posted by Genebris
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Да, не поддерживает. Если ты имеешь в виду текст в интерфесе выводить, то, наверное, можно заменить шрифт на какой-нибудь свой.
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But API is completely different, how would C# help at all?
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Yes, it's better.
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4 hours ago, Lethal Raptor Games said:
On the file editing side, if your game is with Steam and someone does manage to edit a file and change the way the game plays, I would think Steam will see that the bits no longer match and your game is in need of an update? Which will reset everything.
The multiplier side of is vulnerable.
Steam doesn't check anything unless you want to as far as I know. Even if it did, I'm sure there would be a way to hack in after the check.
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You can have your model as a child object, raycast down to find ground point and move your model there. You can even try doing this for each feet individually.
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Root motion is better because it's more realistic, immersive and looks more polished. Those are my thoughts ?
I'm pretty sure you can still control the speed with root motion: you just change the animation speed.
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Yes, they are considered walkable areas for AI. But you can't edit them directly, you have to press "Build navmesh" button. See navmesh generation section:
https://www.leadwerks.com/learn?page=Tutorials_Games_First-Person-Shooter_AI-Pathfinding-and-Events
If you have these flying pieces, then you have colliders that set as nav obstacle under them.
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Can't tell without the script. I think this can happen when you have infinite loop.
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Go to Properties -> BETAS on Steam. You can select old version there.
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Hi. You don't need to give any credits for any official content. You can do whatever type of game you want, but your biggest concern will be performance. I would recommend you to make sure performance is good enough for you in advance. There are no tools for 3D text but you can easily do it in Blender.
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You are asking if you should run complicated code every frame or every minute? I think it doesn't mater. If your game runs at 100 FPS most of the time but drops to 30 every minute it's just as bad as constant 30 FPS. Unless you do your calculations on loading screens, of course.
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I like packing roughness into alpha channel of albedo. Then I can have just a grayscale metal map. And sometimes you don't even need a metal map so you end up with just two textures: AlbedoRoughness and Normal.
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You need to simulate smoke in Blender or somewhere else and render it into a sprite sheet.
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How many bones does it have? That's probably very expensive, animated models have a big performance impact in Leadwerks.
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Everything you mentioned will be very easy to make with Leadwerks especially if you use Lua. CPU performance won't be a problem, but GPU performance will. Billboard enemies will make it much easier.
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On 10/29/2017 at 5:50 PM, MikkelWesth1 said:
Currently I am reading the tutorial on how to use Leadwerks and this is what I found : https://www.leadwerks.com/learn?page=Tutorials_Editor_Workshop
Under the 6th image in the tutorial it says :
Leadwerks Software will review and may make your item available for purchase. You will receive 50% of sales of your item directly from Valve each month via wire transfer. Valve will keep 30% of each sale, and 20% will go to Leadwerks Software. A $100 minimum balance is required to initiate a payment. If this amount if not met in a month, it will carry over until it is reached.
So I'm a bit confused about how to sell my game and how much of the outcast I get if I sold my game
Fun fact I actually don't have created a game yet I'm just curious.
Btw if i want to sell my game without having it on the Leadwerks Game Launcher could i then export it as a standalone game and then try to sell it on steam ?
and thanks for your answere ;-)
This is for workshop assets not for games. And you can't sell games on Game Launcher.
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28 minutes ago, Carm3D said:
This means there are two vertices for every apparent single vertices along a sharp edge.
Yes, this is correct. There is a modifier for this in Blender that does exactly this automatically, don't know about your software.
Also you can probably make all edges smooth and bake normals from high poly mesh to get more realistically sharp edges.
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Script.message Script.time = -1000 function Script:PostRender(context) if Time:GetCurrent() > self.time + 10 then return end context:DrawText(self.message, x,y) end function Script:SetMessage(text) self.message = text self.time = Time:GetCurrent() end
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You need to make sure you load the correct map in main.lua, when launched with editor it will open map opened in editor, in standalone it opens specified file.
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Something must be wrong with your fbx file, it look righ in Blender but not in Leadwerks.
I exported obj file as fbx and it worked correctly. Also, it's better to use Leadwerks exproter:
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They won't get updates then.
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Better do this:
if self.wasAirborne and not self.entity:GetAirborne() then self.landSound:Play() end self.wasAirborne = self.entity:GetAirborne()
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You start playing animation in the frame when key is hit. In the next update you start playing sit animation.
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Basically, you need to use AddForce or SetVelocity instead of SetInput. With AddForce you will also need to add extra force to quickly change velocity in another direction.
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How to generate gravity?
in General Discussion
Posted
Yes, you would need to use regular rigid body for characters instead of character controller. But then you run into different laggy behaviors with movement. Really unfortunate but current character controller is very limiting.