VicToMeyeZR
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Everything posted by VicToMeyeZR
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..small update with some characters in gameplay..
VicToMeyeZR replied to Naughty Alien's topic in Showcase
I wasn't exactly referring to Steam as the little guy, I meant Naughty. But look at the interviews of founder of valve vs CEO of EA.. BIG difference.... Steam still actually cares about games being fun and their customer. EA could give a $@## less. -
..small update with some characters in gameplay..
VicToMeyeZR replied to Naughty Alien's topic in Showcase
I am with pancakes on this one. Will wait for Steam. I am all about supporting the the "little" guy. -
Hello Leadwerks World
VicToMeyeZR commented on Chris Vossen's blog entry in Chris Vossen's Development Blog
Welcome. Can't wait to see your work. -
US Army presents "Mast Bumping"
VicToMeyeZR commented on Flexman's blog entry in CombatHelo Blog (RSS Import)
have you looked at http://kickstarter.com ? -
These rock...
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Keeping the ne'er do wells out...
VicToMeyeZR commented on Mumbles's blog entry in Rachel's Dev-Blog
What if your using a remote client call, and have your server tell the client to close its connection? I realize you would be in effect "accepting" the connection first, but then immediately closing it with your client check function. -
honestly the reviews of any engine is always going to bias, and not really even worth reading in my opinion. The good or bad of any engine is dependent on what game you are even trying to make with it anyways. One might be better in FPS genre, one might be better in RPG genre, while others will be better in RTS genre. Its all from a perspective. What I use in an reivew is this. : 1. Art pipeline 2. learning curve 3. responsiveness of owner/developers That's it for me. Anything else is just opinion based on your perspective on the game genre you are doing
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Second update worked fine for me
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Rick, I love your programmers art on the mouse. Made me chuckle...
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Yup, Sorry, had to run as Admin. status bar working fine now
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testing now... I have the url downloading the file. No change on the status bar during download though. (not sure how you have that setup) Win 7 x64 VS 2010 Pro + all .NET 4 updates
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People who pirate, are not perspective customers, therefore, there is NO lose in income for that product. Therefore SOPA is only about a "screw you factor" and nothing about regaining that lost income. It was never lost. More than that, it a threat against youtube, facebook, and ANY website or company that allows the public to post a comment about anything.. I applaud you Josh for taking a stand against it.
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and there in lies the problem with LE2...
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I got that, but when I run the game from a c++ compile, it doesn't load them.. well it does, but half do not work. Like the player start, the 3rd person camera, character controller, none of them load except the daylight script.
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My biggest problem right now, is I don't know how to access the entities I have in the editor in the code... For example, I have the playerstart in the editor, but the game doesn't load the player start, but it loads the day/night.. I think this is why I got frustrated before with LE, there is no direct tie between all the lua coding and the game when it runs..
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Thats the way I did it.. I will try it again though
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My codeblocks install just does not like the sqlite3.o file... I don't what I have setup wrong, but it just will not accept it
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I dunno.. maybe I will try the sqlite source from the site..
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mingw32-g++.exe: error: .\le\Tergus\source\dev\sqlite3\sqlite3.o: No such file or directory nope thats not it.. sometimes I hate trying to use different compilers.... It sees the file, but for some reason it thinks its not there..
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mingw32-g++.exe: error: .\dev\sqlite3\sqlite3.o: No such file or directory How do I tell mingw where this file is..? I have it in c:\dev\sqlite3\
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ok. will have to look at why code blocks isn't using the include correctly then and compile time?
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Im not 100% sure at this point, but that what trial and error is for.
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I guess you forgot to fix this? One other thing, none of the #includes work without full path names? #include "gl/glut.h" where is that file? I don't know the reference
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Its a good idea, but I don't want the animations. I think to much could get out of wack with animations. It will be a long process, but I think my original idea, to reload new assets with the new textures is the best at this point. I may of course come back to this, but we shall see..
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I was thinking yesterday while watching my first game map cycle through the days and nights.. Why can't we also cycle through the seasons.. If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time? I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me. All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night cycles. Not everything has to be so static all the time.. So, i am sure this will be done in Lua.. (I think) Using SQLite, we can store the number of days in a year, at which days the new cycle starts, and which day it is. Each time the day night cycle completes it adds 1 to the current day.. Simple enough right? So then its just a matter of changing the models, so how do we access the models? How do we tell the engine to load the new ones, and should they all change at the same time, or should it be random? I think we need a single controller. This controller will determine each of the sub components and tell them when to change. It must communicate with the SQLite AND the model controllers. It must also communicate with post processing (after all we want it to rain, snow, hail, etc....). If we are going to have seasons, then we need seasons. So off to learn/research, and test.. wish me luck