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Posts posted by gordonramp
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Yep, I prefer it.
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Thanks Andy.. 'Change to Static Shadow' was the one.
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Resolution doesn't seem to alter it. I've tried from 256 up to 2048. I know it's only with the spotlight because a point light doesn't produce the same effect.
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I was thinking about getting 3dsmax is it worth it
Yes and no.
Yes, because it has an enormous range of features and there are heaps of plugins for it. It's quite a learning curve in some areas. But because 'the professionals' have used it for many years there are plenty of tutorials out there and You-Tube has a ton of videos displaying techniques. It also ships with lots of tutorials.
No, because it costs so much and is generally out of the reach of Indie developers. But if that is not a problem.. then I suggest downloading the latest '2010 3dsMax Trial' and give it a go for a month. There are no limitations and you can get a feel for it.
Note. The .fbx exporter / fbx2gmf combo works well for the LE.
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I'm wondering about landscape paging... is that in the engine already, or would I have to do that myself?
Or is this 2048x2048 thing ONE landscape, that I could potentially use as a single tile in a grid system, and do landscape paging myself?
The latter.
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Yes, language snobs are a problem and there are a few even here.. Infinite terrains are not here yet but 2048x2048 is a big terrain and if handled properly looks to be plenty big enough for me anyway.
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Hi was reading the forum and found a thread where I saw that scaling is not supported in LE. Has this been resolved?
Not that I'm aware of. You need to scale models in your modelling program before importing them into the Editor. Sounds easy, but the scale for the LE. is tiny so this can be a challenge sometimes. Josh did mention somewhere that he wants to improve the system...
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And as I understand, anything made with a student package cannot be used commercially.
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That makes sense.
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The games that are pushing the boundaries will always use C++.
I guess we will see.. one thing's for sure, 'change is the only constant' and driven by consumer demand, future technology will always seek out newer and easier ways to do things. Look at the texturing of 3D objects. The 'Old School' modelling community thumbed their noses at real time painting of objects, saying it wasn't the way to do things. Now, programs like 3dcoat, Deeppaint3d, Zbrush, Mudbox proliferate. Programming is no different and although programs like 'FPCreator' and 'The 3D Game Maker' are still in their infancy, I think that genre is the future of Gamemaking. Why, because they take the drudgery out of Gamemaking and also make it quicker and easier to get ideas working. I think Josh has done the right thing by going with Lua, scripting over programming is likely to increase output of 3D Games...We just need more cool examples.
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C++. I had a look at it and found it unnecessarily complicated. Two pages of code to write what Basic could do in a few lines. And the syntax... so illogical. Surely not the programming language of the future.
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'I want to create a lush game'
'Lua looks a bit crazy, you have to build it yourself'
Lua is about the same learning curve as DBPro. Having used DBPro for years myself, I'd agree with Pixel Perfect and others that if you are starting out and it is a choice between DBPro and the Leadwerks Engine then go with the LE. and unless you are already skilled in C++ or Blitz Basic then learn Lua. There's plenty to get you going on these forums and the results will be better than DBPro can produce in my opinion. I might add, documentation for Lua in the LE is lacking (It was promised but hasn't eventuated so far) but people are helpful and you can muddle through to produce something very cool if you have an enquiring mind.
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Yeah, it's true. Advertising companies know this too.
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Yeah thanks. It would be great though if there was such a command.
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This is a great way to spend an hour. Watch Sid Meier, the man behind the 'Civilisation' games talk about psychology in Games.
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An easy way to fade an Entity so it can no longer be seen.
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I can HideEntity and ShowEntity but how would I go about Fading an Entity to the point where it cannot be seen?
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Something like this is probably the way of the future. Technology seems to have come a long way since the IBM XT (I had one). LCD screens have overtaken CRTs and holographics will probably be there in the Future. The thing is that when you are trying to get a Game together you have to use what is currently available or nothing gets done. Interesting though.
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Nice, sounds Irish.
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Not sure what you mean? Each character has the animations built in to the biped. Then the character is loaded and the necessary animation is called. Are you suggesting that the animations are not loaded onto the biped but are loaded separately and then somehow attributed to a character when necessary?
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Sid Meier, Director of Creative Development and Co-Founder, Firaxis Games, is the keynote speaker at the GDC 2010. (Civilisation)
"The Psychology of Game Design (Everything You Know Is Wrong)."
Friday, March 12, 10:30-11:30am
Sure hope someone videos and posts this.
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I do too
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No, it runs in the foreground of any windows present (see the image) before the game screen appears. The main reason I'm bringing this up is because I have written my Menu/options/etc system in another language and when the Player hits the 'Run Game' button, that comes up until the game starts. It'll be the same for anyone doing their games in Lua and using 3rd party solutions to Menu the game. Some way to hide it would make for a smooth transition.
Interior room creation
in Game Artwork
Posted
That doesn't sound right. What software are you using to create your level? I'm using 3dws and quite a detailed room is over 100fps.