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Rekindled Phoenix

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Everything posted by Rekindled Phoenix

  1. Art content is beautiful, layout of the beginning level is nice. Leaving shadows on makes the camera FREAK OUT, especially if I make the character move in any direction. With the shadows off, smooth as can be with an average of 60FPS. I think there's something wrong... QuadCore 2.81GHz ATI Radeon HD 5700
  2. Hahaha that video with the army of walkers is awesome
  3. I've run into horrible issues with the current version and axis restraints, physics bodies in particular. I either have to create several invisible walls that limit movement, or use a curve algorithm that adjusts the position every frame. This is a must! +1
  4. If you are not a programmer already, but you want to learn a simple language, I would recommend VB.Net with Lua. They are very similar and it will get you accustomed to the language syntax that C# uses with less hassle. Plus, all of the .Net libraries (either unsupported or otherwise) can be used with C# if you wish to convert your program in the future.
  5. Solution: Paint.Net LE3 material editor will automatically covert your standard textures. Until then use a convertor application.
  6. Although your suggestion is something that's definately needed, it does not relate to the unofficial .Net libraries as stated in OP. Under the "Support" dropdown menu option at the top of the age offers several tutorials under "Documentation"
  7. Maybe get the width of the AABB bounding box showing on-screen and adjust pixels appropriately?
  8. That is awesome! Thank you for sharing Rick
  9. I've seen other applications call FlushMouse() before checking their mouse events. Maybe giving that a try before checking your MouseHit()?
  10. This... is... AWESOME Great progress Josh. I'm really excited for platform-agnostic tools with the new engine!
  11. Any suggestions for this mobile games 'contest' in Lua? - Platformers ? Should they be 2D? What would be the easiest way to lock a collection of objects to a particular axis? - Flying Games ? - Physics Puzzles ?
  12. Keep in mind that the primary diffuse texture will be the name of your MAT file when your FBX is exported to GMF.
  13. Keep it simple guys! Blender -> FBX -> GMF
  14. You guys are making this wa y too complicated. There is a community member that has a water script which works just like the road nodes. Search "river nodes" on this site or youtube (add "leadwerks" to search)
  15. You can count my vote for the Mobile version of Leadwerks!
  16. I know what Im doing for the rest of my week!
  17. Thanks Lazlo. I tried. Several people have different views on coding procedure. Eventually I will update your amazing library to be an extension of the official libraries. Your libraries had absolutely no bugs, which made maintenance easy!
  18. That sounds like wonderful news Josh! I will look forward to more mobile news updates.
  19. Are you going to support Android with LE3? There is no section in the forums for Android I'ts certainly possible through C# -> Mono... but there isn't a "Lite" version of the engine that the phone can handle yet. http://android.xamarin.com/ (Mono for Andoird) http://stackoverflow.com/questions/214615/will-google-android-ever-support-net
  20. OMG River Editor and Decals again!!! yaaaay (also congrats on your game's progress)
  21. I've never tried it, but have you tried rendering particles in a "foreground" world?
  22. This is great news! *Goes to make his own multithreaded library
  23. It's amusing that both you and Metatron are attempting this simultaneously. He's shown proof of concept, which means that it's possible for other languages (C#) to do it!
  24. Is there a way to get the current application's (Leadwerks) memory as an integer, similar to what UPS() prints?
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