Jump to content

DooMAGE

Members
  • Posts

    308
  • Joined

  • Last visited

Everything posted by DooMAGE

  1. Everything sounds great Josh, looks like other engines also have plans too migrate or support Vulkan with can also helps achieve higher FPS on VR games. I am pumped for the next tournament. Any oficial words about native networking support? Keep the good work
  2. Thanks for the let's play!
  3. Nice tidbits on the hangout. The let's play of our game will be in another day?
  4. DooMAGE

    Log Riders

    Thank you guys, I plan to polish more the game and add more kind of levels, tricks and wackness. I'm glad no major bug was found
  5. This will be a good opportunity to chat and see a live let's play of our games
  6. DooMAGE

    Log Riders

    Hello guys, this weekend I worked on the new UI and added a main menu, the wip options menu and a pause system with restart option. Thank you thehankinator for the amazing UI library
  7. I have the same problem here. I created a new project with LEX template and moved my files from the old project to the new one. I have a script to change maps and now I am getting the follow error: I tried with changemapname=self.mapname and the new LoadMap(self.mapname) from LEX I can play the map if a load in the editor. [EDIT] Also, when in no sandbox mode I use: window:KeyDown(Key.N) I get: attempt to index global 'window' (a nil value) Tried to press F11 on an empty project made with the template and nothing shows up. [EDIT2] About the map change, for some reason he is not looking for the maps in the /Maps folder when you try to change maps. I have to put something like "Maps/start3.map" to work. Thanks in advance
  8. Hey SGB I was getting the error when creating new maps. Recompiled the solution and now it's working again. The joys of own the Professional Edition
  9. Where I can find LEX2? I found this and the links are dead http://www.leadwerks.com/werkspace/blog/164/entry-1694-lex2-evaluation-demo/
  10. DooMAGE

    Log Riders

    Hello guys, since I am updating this game frequently I decided to make a thread to help center all the news and feedback in one place. This is my entry for the Summer Games 2016 Tournament, I tried to follow the theme as much I can and this is the result so far. Log Riders is a exploration physics based first-person platformer game, where you have to try get to the end of the stage while without falling in the water. The game will feature more stages later in the development and some new twists to make a dynamic and varied gameplay like other kind of logs, collectibles and secret stages. Changelog v0.4 - Increased player speed - You don't need to press shift to run anymore - Player is always at top speed - Added "thank you" screen - Added total best time on ending - Added best dev times - Added a secret stage (you will receive a hint when finishing the game) - Little tweaks on performance Special thanks to shadmar and thehankinator Download Game Launcher - http://www.leadwerks.com/werkspace/page/viewitem?fileid=734499057 Standalone - https://ragingmages.itch.io/log-riders
  11. DooMAGE

    Dino Land

    Looks very good, looking foward to see the new shadmar water The idea about taking photos of creatures remind me Pokémon Snap
  12. Cool, what about the multisampling issue I showed?
  13. Looks like your concerns is the same as mine, and I think the community share the same concerns. Just take a look on the increasing number of threads about performance. Sometimes is really hard to tell what is going now, even with drawstats(). Please keep this thread alive so Josh can see that we are all worried about the current performance of Leadwerks.
  14. I got the "Failed to publish file" again, but it updated anyway
  15. Since I have some problems with FPS too in my game (is not even that kind of AAA gfx game) I noticed something related to the multisample When I use self.camera:SetMultisampleMode((System:GetProperty("multisample","0"))) I get 40 FPS And when I set the multisample to 16 I get 60 FPS I think the engine let our GFX cards on underclock when we are not usign higher multisample? Can someone try this too? My card is a R9 390 EDIT Did some more tests Multisample values - FPS get 0 = 40 FPS 2 = 40 FPS 4 = 40 FPS 8 = 60 FPS 16 = 60 FPS Multisample = 0 Multisample = 16 Notice the memory clocks
  16. Tried to run the demo and I only get a black screen :/
  17. Tried a couple of times but I get the same error. Error: m_SubmitItemUpdateResult = 2 Anyone know how to fix this? I did some important changes in the game and I would like to update so other people can play too.
  18. Thanks thehankinator, now I can show the timer on the screen But I am having a hard time to reset the stopwatch. Tried force MS = 0 using a If, but when the if is no more true the timer resumes and keeps going up. Maybe I need some beer
  19. Hello guys! I am working on a hud stopwatch timer thing for my game, but looks like I can't use os.date("%X",0) from Lua since I guess you can't upload games with sandbox Lua off to the game launcher :/ Having a little trouble to format my Time:GetSpeed()/100 to something like MM:SS:MI Thanks in advance
  20. Oh snap, forgot to remove the dev route Thank you for report Edit *Updated in the version 0.3a1
×
×
  • Create New...