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gamecreator

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Blog Comments posted by gamecreator

  1. 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.

  2. 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???? :blink: 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.

  3. 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.

    Data Loss Announcement

    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!

  4. The editor already detects changes to all asset files in real-time and will reload them automatically.

    Sweet! :blink:

     

    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.

  5. 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.

  6. The beta will go on sale at a discounted rate when I feel the time is right.
    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?

     

    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.

  7. 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.

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