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abyssus

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Posts posted by abyssus

  1. Keep in mind that Josh does often say "x wont happen" only to implement "x" a short time later.

     

    He would be better off saying something along the lines of "x is not planned, however thank you for making the effort in providing this feedback, I will place x in the ideas bucket for consideration"

     

    Bluntly rejecting community feedback will only lead to getting his financial supporters off-side and scare away potential buyers.

     

    Embracing feedback and maintaining control of a project are not mutually exclusive, just requires some finesse.

     

    Anyway, for better or worse, it is up to him how he runs things. I hope this feedback is received in the spirit it was intended.

    • Upvote 2
  2. We definitely will not implement a "tagging" system as described above. That process should be completely automated to be as simple as possible for the end user.

     

    Automated behind the scenes tagging works, however automated stuff can often go rogue due to conflicts and/or bugs.

    Would be nice to have the flag exposed via the API so it can be called on by advanced users if or when its needed.

     

    Having the flag accessible is inline with the Leadwerks marketing material.

     

    "At its heart, Leadwerks is a set of commands you can call in any order, at any time. We believe in giving the programmer direct control over the flow and execution of their application" - http://www.leadwerks.com/werkspace/page/programming?showbanner=0
  3. I would like to see the Engines GUI have a feature for flagging assets as either "include" or "ignore" so they're excluded when the game is built/exported as a binary.

     

    Not sure if an opt-in or opt-out system would work best, but its wroth exploring.

     

    This would make the flow of updating and further developing the game easier instead of having to delete and then re-import assets very time a build is performed.

  4. Alternative workflows have been created to deal with this limitation.

     

    This thread is ranking highly for this issue. So for myself and others who are likely to come here, can you please point us to what the Alternative workflows are?

     

    Thanks!

     

    Edit, found the alternative via trial/error.

     

    The alternative workflow is as follows;

    • Tools > Flowgraph Editor
    • Focus Scene Tab
    • Right click any object from the object tree
    • Add to flowgraph
    • Done!

    Leadwerks feels a bit clunky in Linux, so hope Josh continues his collaboration with Canonical to improve on this because it would make the engines GUI a real pleasure to use.

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