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Posts posted by DooMAGE
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At least now its $100 per game.
Let's hope this will be good for the industry
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Just now, Josh said:
There goes all quality control.
I think that the curation process will be more harsh than it was with Steam Greenlight.
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More info and new guidelines in the link bellow
http://steamcommunity.com/games/593110/announcements/detail/1265921510652460726
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Hello friends,
I'm trying to use the built-in render tool of the editor, I think that the quality is not great.
There is any option to save in .png or increase the quality?Here an example:
Look at the building at the end of the road. There is some crazy compression.
Here my settings:
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@Evayr thank you for the summary
I've said this before but personally I think Josh should make specific noob friendly engines based off LE's API.
This may split the community and delay the progress of the main engine.
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I missed :/
Can someone please share a sumary of the hangout?
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What is Steam Audio?
Steam Audio adds physics-based sound propagation on top of HRTF-based binaural audio, for increased immersion. Sounds interact with and bounce off of the actual scene geometry, so they feel like they are actually in the scene, and give players more information about the scene they are in.
Official site: https://valvesoftware.github.io/steam-audio/
Steam community post with demos: http://steamcommunity.com/games/5964...93426582988261
There is a C API too.
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Woa, the example in the video is great
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Yes.
Not anymore.
I added a option called "mobile shaders" in case you have a weird overlay glitch on the screen.
Looks like that old/mobile nVidia cards have trouble to run shadmar's _hblur.shader and _vblur.shader.
Still figuring out why.
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Thanks for the support Josh, I think that with more and more good LE games on Steam the better for all of us. Community exposure is always a good thing
Everyone should also support the amazing work that AggrorJorn is doing with his videos, subscribe to his YouTube channel and share with your friends
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Awesome solution guys, in my game I was using triggers to change the array of the sounds. (not good)
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The player controller was never intended for making a snowboarding game, although that might be a good use if we can figure out a way to make it work. I have never heard of anyone using it in this manner until maybe an hour ago.
I was trying to make second game to the tournament, and was also a snowboard game, we spoke about skiing on january 2th:
http://www.leadwerks.com/werkspace/topic/15494-slippery-floor/
Just alter the acceleration / deceleration values in the entity control input function.
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might be related to an issue I am having with character controllers slowing down on slopes - http://www.leadwerks.com/werkspace/topic/15436-character-controller-slows-down-on-steep-slopes/
Yeah it's the same problem :/
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Just alter the acceleration / deceleration values in the entity control input function.
Yeah this works great, until the player try to slide on a non flat surface like a slope/wedge, non flat surfaces stops immediately the player. I'm trying to figure out why.
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Friction won't work, I had to use rigid body for skiing.
So I have to change the physics mode from character controller to rigid body for skiing?
@macklebee thank you, I'll take a look
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Hello,
I tried to mess around with self.entity:SetFriction(0,0) to make the default character controller slide on the floor, but it's not working.
I also tried to maje a CSG and put SetFriction(0,0) in there too in the Start function.
Thanks
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Were we able to set the zip pw via Leadwerks function that does that, from Lua? I know it does that in c++ and Leadwerks is the thing that needs to know the zip pw as it's the one that unzips and reads the data in its functions.
Currently that's all done "magically" via the le package process.
In the C++ main file is where it loads zipped files. Looks like Package::Load(). I don't see any pw being out in there so guessing Josh hides all that. I'm guessing he might be using the same pw for all LE packaged files that is in his library. Not at my pc atm to see if that function has an overload to take a custom pw but wouldn't that require pro version then since you're doing it in the C++ app?
That's a good point, if someone figure out what the password is , can we change the password and the package process in the Pro version?
But maybe this is a subject to another thread, we should focus on the ogg support
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I feel that way when Epic releases a patch for the new Unreal Tournament where minor bug fixes go to be a gig and a half big.
On packaging, if you're not making a Game Launcher game, you should actually consider of ether hand packaging or making a batch or software that does the packaging for you the way you want. Just split the game's assets in password protected zip files and be done with it. A lot of thought should be taken into account before pushing a game on Steam.
Unfortunately not everyone has the professional edition, the solution for this issue is so basic that should be something native in the engine itself.
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This may be one of the most requested feature ever, ogg would make the leadwerks game launcher even more appealing since the smaller size the games would get. :/
A demon's game is over 1GB because the lack of compressed sound support.
Josh suggested put Voice acting in some games, but it's hard to do a proper game with VA as a feature since this will increase a lot the final build.
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I was using the beta branch and now migrated to the stable branch.
Now the editor takes a lot of time to launch even the default start map and stays some time in the directionallight.shader
When finally opens, the editor runs @ 16FPS, impossible to work with.
What I tried to do to fix:
- Instaled the latest AMD drivers (RElive) and I still have the problem
- Tried to reinstall Leadwerks
- Deleted Leadwerks.cfg
Anyone know how to fix this?
Thanks.
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I can confirm this, the problem still happens.
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Thanks for the test guys.
So this is a driver issue?
EDIT
*game updated on the game launcher workshop*
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Idk if this is the case, but I made some posts about Leadwerks on IndieDB and Gamejolt.
Welcome TWahl
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Render lossless screenshots?
in General Discussion
Posted
Its not working for me
And you can already take steam screenshots with F12 option when playing the game.