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About Ywa

  • Birthday 05/26/1992

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    The Netherlands

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  • Josh

  • Deh

  1. Great little game! The only thing that annoys me is the short freeze when finishing a level. I assume that's because it's not async loading leaderboard data.
  2. Hi folks, This question is directed towards Josh/Leadwerks, but I think it's good to have it out in the open. (Couldn't find an answer on the forums.) I have a Pro/C++ license and compile custom binaries which make heavy use of Lua scripts. Am I allowed to put all the scripts with my custom binaries (without the C++ source of my project) on github and have others work on it? This is only related to development of the scripts and gives no one access to the existing Leadwerks toolset. So basically it would be the same as distributing a game, but then encouraging others to make changes.
  3. I'm aware that Josh wasn't very excited to support v140 compilation in VS2015. But seeing the community version of VS2015 is free of charge and that VS2013 always screws up its paths on my various PCs: Is there any ETA for v140 compilation support? Are there any downsides? If backwards compat is the issue. Is it possible to make v140 the default or at least an option for new projects?
  4. Yes it is. And that's why it's very strange why it isn't implemented yet.
  5. True that. Just need to protect a couple files.
  6. For anyone that has the same issue: I'm currently looking into compiling/converting my Lua code to bytecode. It seems to work good. Although I'm not sure how safe it really is.
  7. Of course. But this is still a bug, even though it's not a supported feature. And I can't imagine this taking a lot of time to fix. Seeing it already works with the normal publishing method. I would really appreciate it. And else I will need to publish my game with all the Lua code, so anyone can pretty much make their own game with it without buying a Leadwerks license.
  8. I understand that, but I've seen you posting about the package feature a couple times. And seeing it only breaks for password protected files, isn't it possible for you to look into this?
  9. I'm using incremental updates for public testing. Putting everything in 1 ZIP won't work. And the sound-engine which I use has no support for the Leadwerks VirtualFileSystem. So I really just want to protect my scripts, or at least most of them.
  10. Hi, I'm trying to protect only my Lua files by using an passworded ZIP. I load the ZIP via the package method and I'm passing the correct parameter. It seems the Lua files are loaded fine, but I can't execute them with Interpeter::ExecuteFile. The files are simply not found. I've tried to put my main Lua file in the scripts folder and protect the rest (so it uses the 'import' directive from the main Lua file). But that isn't working either. How come this doesn't work with protected ZIPs? (all of this works fine as long as it isn't protected!) Thanks in advance.
  11. Script:Start is called when using Entity:SetScript I had troubles finding this at first too. There are quite some functions which aren't documented. Quite a pity
  12. This thread deserves a bump! -- So here's a work in progress video of the 'Fallout' GameMode in my game Bobblemod. This GameMode is about the Last Man Standing while tiles randomly drop. Players are warned beforehand because the tile turns red. The player who survives the longest wins the round. Some remarks: - Chat key-detection is somewhat broken. - Screen turns black after falling because player dies. There's no spectating code yet etc. - Other players don't move because I can't control 3 players at once. - Uses a dedicated server (same binary as client). Tech. Features: -
  13. Great! Can't wait for the 3.3 stable.
  14. Wouldn't it be useful to add a 'Don't merge' flag in the editor? Adding an empty script also works, but it feels wrong.
  15. Why isn't it implemented yet? It's pretty much a basic thing and can't see how it would be difficult to add, especially since the selection itself works.
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