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lxFirebal69xl

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Everything posted by lxFirebal69xl

  1. I would love to implement steam controller support but I lack the funds to buy one sadly, although it's in my "TO DO" list either before the game releases or soon after. And trust me, I've been testing the demo for the convention almost religiously, it's working fine, I had it finished on the 12th, and I'm already expecting some people to rage quit, which is fine, as long as they give me constructive criticism
  2. I've been testing everything and it's all running perfectly, so I don't think I'll have to do that! But I'm glad performance is better, that's really been my achilles heel in developing games, although it's a lot better now. Hopefully this also gives leadwerks a bit of exposure as well
  3. As most of you may know, I've been working on "A Demon's Game" for quite a while now, but I'm happy to announce that it's almost time for it to actually release, but before that happens, there are a lot of things happening that I would love to let you know about. Firstly, the game got accepted to be in Portugal's biggest gaming convention, Lisbon Games Week. I'll be there from the 17th to 20th November, I have my own booth where players can try the game, ask questions and I will also be giving presentations on how I managed to create an entire game by myself while having no experience or studies at all. Best part of this event? I will be live-streaming the entire event over at my twitch account (link below). I will also warn everyone an hour before the convention starts so people have time to tune in. Whilst the convention is going, I'll also be launching the game's greenlight page on the 16th November, just a day prior, this way I can not only promote the game but it's greenlight page as well during the convention's duration. To help promote the game I also made a few (400 in total) business cards to hand out to people at the convention. Here they are: Front: Back: Releasing the game: And now comes the most important thing of all, releasing the game, currently, I'm aiming for a January 3rd release. I have very little left to do and it gives me ample time to test everything out and fix/polish any mild inconveniences. Convention Demo: I also made the convention build available for everyone to try out, so if you're interested in seeing how the game progressed trying this little demo out would be the perfect way! Links: Convention demo: http://www.indiedb.com/games/a-demons-game/downloads/adg-demo Twitch link: https://www.twitch.tv/firebal69 Game's FB page: https://www.facebook.com/A-Demons-Game-1609762912575762/ Thanks for reading! Ruben
  4. That does the trick, it sticks the loading screen in the background which is kind of weird, but nothing too bad for what I need right now. Thanks.
  5. Hello, I've been looking at the API and experimenting a bit, but I haven't really figured out a good way to restart the app. It's nothing overly complicated, just have a trigger that makes the app return to it's original state (menu screen in LEX to be specific). Anyone have a good way of doing this? I don't mind having the game close and open instantly that works too.
  6. "Once you hit rock bottom, that's where you perfectly stand; That's your chance of restarting, but restarting the right way." -Justin Kanayurak About two years ago, I had this idea to make a horror game, a horror game that would be different to most, "Myst and a bit of Amnesia" I thought back then, little did I know that the game would evolve so much, so quickly. Back then everyone thought I was crazy for making a game (game development where I live is a bit of a taboo thing, where no one trust it because it's "new"), and the ones who thought me making a game was cool, thought I was crazy for trying to make a game this huge by myself. Boy were they right. I scrapped the game twice, once on March 2015 and another on November 2015. I scrapped the game because I wasn't happy with it, I knew I could do better, more dynamic, more enjoyable, and you can still see the effects of me scrapping those two "versions" of the game today. I often like to watch videos people made about the game back then and compare to how the game is today. https://www.youtube.com/embed/Mh5b5S9XbvA https://www.youtube.com/embed/H6YN0IGqkUA This was the very first playable demo of the game, I had no clue where I was going with it, but I was trying to make something "cool", now looking back at it, it wasn't bad for a first attempt, but for me, "wasn't bad" isn't good enough. So I scrapped it. A few months later, I had something else entirely, still the same foundation but with different edges. https://www.youtube.com/embed/CtEOu05QRys You can tell I was going for something unique already, presenting the player with a lot more puzzling action and atmosphere than outright jumpscares, people liked it that way, and I decided for it to stay that way permanently. It was around this time where I started trying to do more than I could chew, implementing all these mechanics in the game and they didn't really fit. http://www.indiedb.com/games/a-demons-game/news/a-demons-game-is-back-in-action This article shows a lot of scrapped mechanics, most notably, the inventory system and leaning. Don't get me wrong, they were good ideas that could have worked, but they didn't make sense existing inside ADG. Ideas that didn't mix well together coupled with non-satisfactory level and story progression made me scrap everything, again. But thankfully that was the second and thus far, the last time I did that. Ever since the start of February 2016 I've been working on this game, and I can finally say that I'm proud how far it's come. I also needed a better work management for myself, so I made a trello page, which I kind of use as a diary wannabee thing. https://trello.com/b/boNQSExz/a-demon-s-game-development Ever since then, I just kept expanding my horizons, by the end of march, I had a full team of VA working alongside me to provide the most immersion possible for the game. https://www.youtube.com/embed/kMUAhwzdwOE Not only that but I've also started sharing my dev progress through videos, which I love to do since it provides me a lot of interaction with people interested in the game. https://www.youtube.com/embed/XpDWKL8f77M https://www.youtube.com/embed/xpHsQjgmGxc After all of this happening this past year, I was extremely happy with how the game was coming along, but knowing exactly what was coming later this year, and, with a bit of "DO IT, YOU'LL GET ACCEPTED" from a few people. I submitted my game for this year's Lisbon Games Week, and I got accepted. This was a shock to me, because only now do I realize what I actually have been making these past two years, I've been making something that's actually unique, and in the gaming world, that's almost unheard of. Ever since I got the email from them saying "Congrats, you've been selected for LGW" I've been ecstatic, it's one of the best feelings a game dev can have and I'm proud to say that, I'll be there. Here's the list of games confirmed for Lisbon Games Week. I'm going to be there, 17th-20th of November, showing everything and sharing with everyone my story, and that is what I'm looking forward to the most, the feeling of getting live reactions from players and their thoughts about games in general will be one of the biggest rewards I'll ever get while making this game, so I'm not going to let it go to waste. So, now you might be asking, "so what comes after the convention?" The answer is simple, releasing the game. And finally I just want to say to all of you reading this, and to all past and future people who had or will have an interest in the game, a big, big... This wouldn't be possible without you, Ruben. P.S. It's my 19th birthday today, so I thought I'd write something meaningful for once
  7. The clamps are supposed to be there, but I don't get why it works well for you but not for me. Just tried rounding the window width and height, no dice, still same problem. EDIT: Managed to fix it, switched local cx=window:GetClientWidth()/2 local cy=window:GetClientHeight()/2 To local cx=Math:Round(window:GetWidth() / 2) local cy=Math:Round(window:GetHeight() / 2)
  8. I just exported a small project where this issue is present, give it a try. https://www.dropbox.com/s/wi7t4dtedqw5ckg/derp.zip?dl=0
  9. I don't get what you mean by "You need to rotate by the needed difference." How come the script is working fine for you guys but not for me...
  10. Using Turn makes it so the camera spins around like a tornado. That is weird, did you spawn a camera and attached this script to it?
  11. Hey folks, recently I ran into trouble with a camera script I'm working on, here's the code: function Script:Start() self.camerarotation=Vec3(0) self.mouseposition=Vec2(0,0) self.lookspeed=0.1 self.looksmoothing=5 self.mouseposition=Vec2() self.mousespeed=Vec2() local window = Window:GetCurrent() local cx=window:GetClientWidth()/2 local cy=window:GetClientHeight()/2 window:SetMousePosition(cx,cy) end function Script:UpdatePhysics() local window = Window:GetCurrent() local cx=window:GetClientWidth()/2 local cy=window:GetClientHeight()/2 local camerarotation = self.entity:GetRotation() local mousepos=window:GetMousePosition() window:SetMousePosition(cx,cy) self.mousespeed.x = Math:Curve(mousepos.x-cx,self.mousespeed.x,self.looksmoothing) self.mousespeed.y = Math:Curve(mousepos.y-cy,self.mousespeed.y,self.looksmoothing) camerarotation.x = Math:Min(camerarotation.x+self.mousespeed.y*self.lookspeed,30) camerarotation.x = Math:Max(camerarotation.x+self.mousespeed.y*self.lookspeed,-35) camerarotation.y = Math:Min(camerarotation.y+self.mousespeed.x*self.lookspeed, -55) camerarotation.y = Math:Max(camerarotation.y+self.mousespeed.x*self.lookspeed, -130) self.entity:SetRotation(camerarotation) end The goal is to just have a camera with the mouse's movement, and while it does work beautifully for what I'm going for, if you try it you'll see a problem which as said in the title is that the camera looks down indefinitely. How could I solve this issue?
  12. I'm currently waiting on a new update for LEX, hopefully that fixes the issue.
  13. This issue started happening since the latest update where I would load a level, and if I tested it in the editor immediately, it would work without problems, but, if I just moved a single piece of code in the flowgraph it would make the level crash when loading completely, from then on out, the level wouldn't work anymore, no matter what I did. Here's a short 2 minute video showing the problem. Things I have tried: -Re-loading the level. -Re-installing the engine. -Make a new project. I'm using the latest version of LEX 1.
  14. Is there any easy way to find out what type of GPU the player has? This seems like an ideal fix for my problem but I don't even know where to begin.
  15. Yeah, you're correct, still makes it really awkward since you have to find a good balance of lighting that look decent on Nvidia and AMD
  16. That kind of sucks since it's way too bright on where I usually work, making it a lot harder to create the levels. Oh well.
  17. I've been noticing this more and more often, instead of maintaining the same "darkness" on all computers, my game appears to be a lot brighter on my pc for no reason. This is what the game looks on my portable computer: That is how it's meant to look, dark but with enough light to see where you can go. This is the exact same scene (same settings and all) on my main computer: At first I thought my monitor had its brightness up, but nope, that isn't the issue. I realize that the game will look brighter or darker on some computer because of a variety of things, but I find it really weird that it looks darker on anything that isn't my main computer (it also makes it very hard to make the levels since I can see really well but the final product turns out really dark.) Anyone have any clue how I could fix this "issue"?
  18. I found out that this was a LEX Template problem due to the exe's being outdated. After an update, the decals now work again as intended.
  19. Yes I did, I even made a new project just to make sure, and this issue happens on both of them.
  20. Before yesterday's patch on the public branch decals were working without any issues, now, there's a couple issues. Here are the decals in the editor. And the decals while playing the level. If I enter the "decal area" this happens.
  21. This issue seems to be something that shouldn't be an issue from the get go, like rick mentioned. But since it is, I find it interesting how all of you have a different way of dealing with it. At this point in time, I've messed around with all of your answers, and to be honest, all of them work, some more than others of course. To be honest the ones I understand the most is Hankinator's and Rick's second option, and since Leadwerks doesn't have any kind of CSS compatibility I'll be sticking to Hank's method for now. Thank you for all your answers nonetheless.
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