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Blog Comments posted by gamecreator
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I was hoping explosions would be a preset in the particle engine, along with fire, smoke and maybe muzzle flashes. Will the particle engine have editable presets? It would make sense because just like character controllers and tree/character placeholders, pretty much every developer needs these, I think.
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Tablets. OnLive. More than 5 years.
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This now seems like such a pleasantly short list though I know the documentation will be time consuming. Please don't forget simple examples. The good news here is that less is more, usually. Don't try to get clever or "advanced." Also, I noticed on the last two occasions I tried to help people that the wiki had better examples than the documentation page. For example the GetEntityAABB wiki has a clear picture illustration whereas the doc page doesn't. It works wonders to illustrate what the example is doing.
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Gotta love the useful features being added.
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It's been predicted via dream to be released March 23, 2013.
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You can also give the developer the choice, if you want. Something like:
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I'm guessing each OS has several ways of handling it. I don't have a preference. Curious how most games do it (I don't think it's INI files in the Windows folder though).
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This is obviously for down the line but I think it's worth considering how patch/expansion/add-on/DLC installations would work. The installer would need to automatically know where the original was installed (registry entry?) and install there without prompting for a folder. It would also need to overwrite files with no prompts.
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I like it! However, I'd love to have one more option. Once I've sent my friends the program and I work on the game for a few more days and want to send them my changes, I send them just the new assets and the exe. I don't need to send them all the other ones I've already sent. What would be really nice is to be able to zip files added/modified since a given date. Obviously, I have no problem doing this manually but just a thought.
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Not sure if you mentioned this elsewhere but does that mean that the sample game is finished or is that to be released in a post-beta version?
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Neat. Didn't know you could do that.
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Last week I had to change Excel to Expert mode because I had to use the third column.
;P
Ha, congrats on the real achievement though!
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I think it's safe to say that it will sell better than Vista and worse than 7, in the next few years. People are content with 7, just like they were with XP and the economy doesn't justify most to upgrade for now.
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Looks great to me. I tried mapping a hand once in Max and it's more difficult than I would have thought.
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Thanks for the post and vid!
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That looks fun and it sounds like it was pretty easy to throw together. My ideal game to make being a platformer, it's all the more enticing.
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Agree with everyone that it looks great and I like that you're doing an educational game. Hopefully it will be successful, even (especially) if you don't end up selling it.
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See, these are the types of things that are right with the world.
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Home Wars?
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Well done. Being an wannabe programmer, I don't think of these things but considering your results, I probably should.
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Agreed that putting your energy into practicing instead of complaining is the best advice. One of my favorite authors says that to get good at writing you need to do three things: write, write and write more! Write thousands of pages. Then you'll start to get good. Wishing and fantasizing gets you little. Practice is where it's at!
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That robot animation looks perfect. I love the combination of the prepared animation and Leadwerks interpolating between frames and animation sequences so well.
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Love it.
One Last Thing
in Development Blog
A blog by Josh in General
Posted
Neat. So we could do something like this?
particle->load("chris_explosion4.ptl");
particle->set(ANIMATION_SPEED,5.0f);
particle->initiateatlocation(0.0f,0.0.0f,0.0f);