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Blog Comments posted by reepblue
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Ultra App Kit Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Congrats. I'll be sure to leave a review when I am able to.
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The Marketplace "games" category is for uploading your playable game or demo, or even selling it.
Ok, great. This is what I wanted to have to be sure about.
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I'm taking the the Games section will be apart of the marketplace then.
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I never had success with social media. I always saw it as evil, and here we are. I had a Twitter but stopped using it in early 2018.
QuoteIn addition to uploading free games, you can now sell your games in the Marketplace. I have plans to attract a lot of new traffic to the site in 2021, so maybe your games can get more sales at the same time. The same 70/30 split we use for Marketplace assets applies to games.
Fantastic. I think that's great being Leadwerks/Ultra users are always willing to check other's projects out and support them. Maybe you can get @Ghost's Concealment on there as the first paid Game. I may consider releasing my project on this store first rather than itch.io.
BTW, I couldn't find an easy way to get to the game's section from the menu.
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When is the public release date so we can party?
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Wasn't Stream::EOF() replaced with Stream::Ended()? Although EOF is faster to type, it conflicts with macros in some cases.
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I'll go through it again tonight. One thing I didn't like was that the beta had dependencies relating to VR and such included. I'm not sure if the actual project actually uses them.
Also, you're keeping the "UltraEngine" namespace for the Ultra App Kit?
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Raw mouse input measures the actual movement of the mouse device, and has nothing to do with a cursor on the screen. Windows provides an interface to capture the raw mouse input so your game can use mouse movement with greater precision than the screen pixels. The code to implement this is rather complicated, but in the end it just boils down to one simple command expose to the end user:
This is a good step into turning the mouse look into an axis which can be set via an action binding system. You can also make a multiplier value for sensitivity. Thanks.
Also, hopefully you got hold of an XInput device since the initial implementation of controller support.
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I'm thinking about reviving my project for Leadwerks. It's probably gonna be another year before the new engine is done, plus I have to relearn a lot of things. Maybe make it as long as Portal: The First Slice and not go back over board with visual effects.
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Very cool. I'll be sure to give this a go. I assume the limitations of the last build still apply but it's just much faster.
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Only thing that caught my eye was the shadow acme. Other than that, looks really slick.
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So far so good. My only question is how could we make things like the viewmodels show up in reflections?
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Can we manipulate the terrain in real time? If so, that reminds me of a feature of the Source engine that was removed sometime after HL2: Episode 1.
Not sure how efficient it would be though.
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The small footprint is one of the many reasons why I really like Leadwerks.
Really happy to see you still going forward with this approach, while making it more flexible.
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I'll look more into that, thanks. I used 7zip for years, but never touched the command line.
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2 minutes ago, gamecreator said:
I know it's not the same thing but since Leadwerks supports multiple custom password-protected zips (which I appreciate maybe even more that Steam and analytics support), you can make each zip only a few hundred megs or however small you want.
I know, I plan on doing this for my project when the time comes. However, I'd need to create a way to do this automatically. Closest I got was I compiled an app that makes zip files, but I couldn't get password encryption to work. If you know of a good command line app for zip files, let me know.
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VPKs allow for splicing packages. Your 8GB game can be cut into chunks. This allows for smaller updates down the road. This can be done using the -M parameter.
https://developer.valvesoftware.com/wiki/VPK
This isn't perfect, but much better than the current Leadwerks packaging system.
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Source Engine models have a lot of information in them so I don't know how easy/hard it would be.
But also, this means we can use vpks to store our game data?
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Yeah. We can always write the particle script once and attach the script to a particle entity. I could do a wrapper function like LoadParticle(<scriptpath>) and have it return an emitter.
Still suggesting a visual editor in the future. Doesn't have to be in the 1.0 release, but it would be a lot more efficient in work flow. ?
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Would it be possible for emitters to be created via an editor and then have it's values saved to a json/binary file?
The particle editor in Leadwerks was really weak and pretty much had you had to code each effect to get most out of the system.
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It seems that the input code isn't working how I want it right now. I'll fix it later.
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Yeah, it seems the only new/harder part is creating a Sprite layer for the window I/O passing a window pointer to a GUI object. Everything so far seems comprehendible.
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I see your really focused on the GUI now. I'm taking that as you want to get started with the new editor; which I will not stop you. ?
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2 minutes ago, gamecreator said:
It seems to do something similar but gives different results than the options in the model editor. I'm a little confused. ?
That seems to be a legacy feature before the model viewer could generate shapes. Don't use that.
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Linux, You Changed Man
in Development Blog
A blog by Josh in General
Posted
Gonna be real. Once Ultra Engine/App Kit goes Linux, I'll probably be using Linux as my main OS. I already converted my software suite to Free/Open Source Software.
I also perfer Mint these days as the cinnamon desktop is very close to Modern Windows and doesn't force everything to download as snap.