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Blog Comments posted by gamecreator
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I would strongly suggest keeping the 5 or 10-line examples (those that don't overlap, at least). It's very valuable to have quick function information at my fingertips and to not have to wade through dozens of lines of unrelated code and documentation just to (hopefully) find and understand how a function is used. The more information that's presented, the more likely it is to not be understood.
That said, I'm sure I and others will find the comprehensive examples informative and helpful as well.
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Ah, great news. All the best with that too then.
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Just realized this...
The pathfinding stuff is actually the last bit of research I have to complete before I know how everything in Leadwerks3D works.Does this mean you know how to do water/ocean/river like you want to???? Because I think that was an unresolved challenge some months back, if I remember right and caught all the news.
Also, Rick, good point. Some things are simply expected of games, just as they are of engines. People don't notice if they work but they definitely notice if they don't.
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Sweet! I take it passwords will work as before?
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I'm always amazed by how much detail a normal map adds. I'll have to learn more about it if I get into serious modeling. Unfortunately, the skeleton I bought (which, once reworked, would be my main character) didn't come with one. Don't know yet how I'll make one for it.
Great base mesh, by the way. Did you model the entire thing from scratch?
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I'm VERY excited about the network support!! It sounds like it'll work exactly how I was hoping it would!
I would also love the option to not include an entity in the network.
NetworkEntityExclude(Entity);
or something.
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Data Loss Announcement
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
A few questions (and sorry if these were covered in some form):
What do we do about previously uploaded assets? It sounds to me like you're going through them and will see how reasonable it is to reupload them. Is that right? I ask because I have a saved copy of a file I uploaded (Leadwerks Joystick/Gamepad Example). I assume I should hold off on uploading to not mix things up.
Why is the documentation lost? Was there only an online copy? I would have imagined that Jorn would have worked on it offline and then uploaded it when he was ready to, so he would still have a copy offline which he could reupload. But it sounds like this isn't how it worked. Just curious. You made it sound like it needs to be recreated pretty much from scratch (for entries created after November).
Thanks and best of luck with painlessly restoring as much as possible!
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Sweet!The editor already detects changes to all asset files in real-time and will reload them automatically.
So very excited about this, even though my actual game-making skills are very very minimal. I like even just to have such a powerful tool at my fingertips and to explore and play with everything it can do.
I can't wait to use the new water & the pathfinding and having my friends join in some silly networked game I make.
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Very curious how smooth Leadwerks will make the process in the end. Will the editor detect changes to model/texture/physics/etc files since the window was last active and update the active world automatically? That would be pretty handy.
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Looking great. In the end, I hope one of your greater goals is to have LE3 be easier to use, with less lines to code a project, than LE2. That would definitely be a good selling point. Whether it's possible or not is another matter, I know.
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I had to chime in on Split Second; have you seen Zero Punctuation cover it? If not, check it out.
Great progress on your project, as always. I'm jealous.
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Always love to see these progress updates! I'm rooting for Leadwerks 3! Ha! That sounds like a t-shirt.
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I have not decided how this will be handled yet.
Darn. I really wanted access to both the beta and the discount. I hope I'll get a chance to buy it. But I could also understand the need to focus the beta process.
Also, I vote for:
texture->WritePixel(x,y,color);
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I definitely hope not. It would destroy the simplicity of Leadwerks. I think they're talking about the code behind the scenes.
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Oh, and fingers crossed to be able to use more ground textures. I think that was the last big thing I was missing.
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Yes! Assuming the library will remain as easy-to-use as it is now (or easier - using the post-processing effects, for example, seems a little more complicated than it could be) it seems this library will have everything I could ever want.
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Does this mean that if you buy the beta at a discounted price you'll get the full version for free once it's released?The beta will go on sale at a discounted rate when I feel the time is right.Also, does entity movement include pathfinding? If not, will that also be included in version 3?
That said, I'm very happy and extremely excited about some of the upcoming features. I'm one of Leadwerk's low-skill users so I look forward to the "simple" things: networking (yay!), water/river and plenty of brief and easy to understand examples, tutorials & samples. I hope all these new features don't make things too complicated.
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And I know this isn't the game at all but... I can't wait to run among it. I hope you include a secret or something that lets you do that.Can't wait to fly above it. -
Sweet!
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My congrats as well, Dave! It has been both enjoyable and educational watching this progress. I wouldn't have guessed that it would get as detailed as it has when I saw your first blog post about this. Please keep in touch regarding your next project.
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What time period will it be set in? Or is that even applicable?
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This project is really shaping up well! Getting a good sense of the environment and feel of the game, even though I haven't played it yet.
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I envy your progress. Looks great so far.
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Networking has always intimidated me since it never looked easy enough to grasp. As I mentioned in the thread, all I need is a connection and a way to transfer integers or packets and I'm set (of course, checking on packets and other basics are part of that). No need for lobbies and the like. I would just like two people on different computers to interact with their characters.
I'm another who is following what you're doing Drew.
Leadwerks3D on Android
in Development Blog
A blog by Josh in General
Posted
Congrats!!