-
Posts
2,493 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by reepblue
-
-
Nice, I'm taking that the libraries don't support 2013 anymore, right? Also great to see how fast you've managed to get it working. (Like the RC was released yesterday. lol)
-
Really cool man. You should think about adding in controller support. If anything, pick up a Steam Controller and bind said keys to it before you go. I haven't played with the controller in Leadwerks, so it's something you gotta look into. I wouldn't bother with native XInput as I believe that Steamworks is eventually gonna take care of that.
You might feel frustrated watching others play, but watch them play until they totally give up. You might have a person or two that might not notice something, and you might consider reworking a part to make it more clear.
At Dev Days, some people just wanted to watch a Dev play and talk about it, which is fine too.
One word of advice is don't make any last-minute changes before the show. I have seen people coding their games during shows because they broke something!
That reminds me of a few stories. One, before we went to Dev Days in October, The PUNT team was almost panicking to finish the demo level. It was like 10 at night and something was like really broke and the main mapper wasn't on to fix it. It was pretty funny, I was on the Discord laughing
I on the other hand finished the Blue Portals Demo a week in advance.
Also, while we were showing Jeep Alive and Kicking, Chamber 07 didn't work. A real disappointment, but it was just one chamber which I'm sure he played 100 times before.
-
No, I made the icons before the 4,1 release. And my design would have been flat to match the others.
I got an idea for a design that'll fit. It'll pretty much be the same thing, just match the rest of the icons.
-
If the workshop button is actually gonna stay this time, I'll be happy to make an icon for that before 4.2 ships.
Also, great to hear. I hope this will later mean more things can be on the workshop in the future.
-
I'm also making something that others can use, so It should not conflict too much with the standard API and how Leadwerks is setup out of the box!
-
It was really great hooking up! Hope you liked our demos and our plans for the future,
-
Really nice, Last push, the GUI didn't work, but now it does. There seems to be an issue with the top image on my 2560 x 1080 screen.
The app takes a bit of time to load, but once it's fully loaded, it runs really smooth here.
-
This will be perfect for my dev console! I really like how it's coming along. I'm hoping the dark theme stays!
- 1
-
Yes, we are going to entirely replace the GUI. Hopefully without changing any of the editor code at all.
I hope you add improvements while you're back in the editor's code.
Overall, really cool. Super excited for this!
-
You could have your testers record their game play then have them upload it to YouTube but have it set to private. Then they email you the link.
The Source engine has a demo system which records players actions in a small file. I might implement a system so demos record automatically for the next update.
-
I only plan to meet up with you Josh (If you want) and a few Valve employees to talk about Steamworks and Source engine stuff. If I don't get a chance to, I can do so when/if I go to their HQ. I'm talking to Jeep about scheduling a visit while I'm there there. (I'm flying across the ocean, might as well.) If I don't get to talk to Gabe at the event, I can always do it then.
I want to get some shirts done, I know a place where I can do it on the cheap. I talked about it with my other team members but they got the idea that we'd look like some MLG gaming team. Still out to lunch with it. It also depends on finances. We're kind of all penny pinching.
I might need to borrow one although I don't work for Leadwerks Software.
-
Really awesome! Once the full release comes out, I'm totally gonna revamp my developer console with the new GUI system!
- 3
-
You've just gave me an idea.
- 1
-
I like vector graphics!
-
I really hope when finished earn it's own spot in the tutorial section!
-
I gotta agree with xtom and Crazycarpet. I was stoked to see the banding issue fixed, but I still see banding with the spotlights, just less of it. So I might just remove banding in the point light and the directional light if I get to a point where the grain is very visible.
But great update overall. Really happy we have reflections now.
- 1
-
When will we be receiving these improvements? I noticed the lighting shaders where updating, but the banding still exists.
EDIT: it seems that on the left wall of 02-FPS Controller, you can see the left wall, the banding isn't apparent, but the right wall, the banding is still noticeable. Weird part being is that the spotlight is centered, but only one side has the banding.
-
Sent the side toolbar icons for Josh, and I believe it'll be in the next beta build. Everything should now complement each other, looking great on both Windows and Linux.
- 3
-
YES! Glad to see this was addressed! Gran seems to be much better then bars of lines.
- 1
-
The editor sprites were actually based from the top icons. Again, I'm sure the old editor sprites and the left side icons were made during the sametime period where everything used gradients and was very colorful. Today, it looks very tacky imo.
I can whip up some replacements and approach Josh with them. This way, all icons will have a flat look to them.
-
Here is a diffuse+normal+specular+roughness shader I did real quick in-case you don't want displacement/parallax. Pretty much I copied and pasted the roughness code from Josh onto the diffuse+normal+specular shader.
https://dl.dropboxusercontent.com/u/16218991/Requests/diffuse%2Bnormal%2Bspecular%2Broughness.shader
-
diffuse+normal+specular+parallax+roughness.shader*
Can't wait to play with it, I was thinking about writing my own this morning, but you've beat me too it.
-
Wow! Now just need roughness values set in the material so everything doesn't reflect like a mirror!
- 1
-
Great work! I really like how it makes a material pop out more.
Visual Studio 2017 Support
in Development Blog
A blog by Josh in General
Posted
You can use the _msc_ver preprocessor.
MSVC++ 14.0 _MSC_VER == 1900 (Visual Studio 2015)
MSVC++ 12.0 _MSC_VER == 1800 (Visual Studio 2013)
MSVC++ 11.0 _MSC_VER == 1700 (Visual Studio 2012)
MSVC++ 10.0 _MSC_VER == 1600 (Visual Studio 2010)
MSVC++ 9.0 _MSC_VER == 1500 (Visual Studio 2008)
MSVC++ 8.0 _MSC_VER == 1400 (Visual Studio 2005)
MSVC++ 7.1 _MSC_VER == 1310 (Visual Studio 2003)
MSVC++ 7.0 _MSC_VER == 1300
MSVC++ 6.0 _MSC_VER == 1200
MSVC++ 5.0 _MSC_VER == 1100