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Blog Comments posted by gamecreator
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You're Making your Visual Studio C++ Projects Wrong
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
You can also use this at the top of App.cpp
#pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup")
Running it from Visual Studio will still create the window but won't print anything to it. Running straight from the EXE won't create the window at all.
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It's a nice cycle to have Leadwerks make games look good make Leadwerks look good.
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Holy hell. This is very very impressive.
All I can ask is that you make the example as simple as possible so it's easy to get into. I'd love to try it and play with it. I might even try my luck mixing this with the Steam matchmaking to see if I can get them to work together as I like your data sending/receiving better.
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In the tradition of wanting it all, I don't think a compromise would be a bad thing. Have the games link take you to the top selected/featured games by default, then by rating/downloads.
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Does that mean that most or all of the tournament entries won't be hosted on the site any more?
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What's going on with the Games link? Where will it be?
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Why did you choose not to include the Steam link, especially considering the DLCs are sold there? I've also used it in the past to check the forums there though not very often, admittedly.
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When you first mentioned "simplicity and ease of learning," I thought you were talking about using this as an entryway to learn Leadwerks from a different perspective. But obviously there will be too many features and pieces for that so you'll need a separate, simpler template for beginners to not overwhelm them and keep things simple.
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I may have missed it but did you revert the SetInput optimization?
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Sure but it's customizable. You can add more or less bones. For example, if your character is always wearing shoes, you can turn the foot bones down to 1. You can specify the number of torso bones. Etc. That's why I said default Biped. You can optimize it a bit for game characters.
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Maybe. It's been a few years since I first learned it from videos like these:
But I'm curious what makes you say that.
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For what it's worth, the default Biped in 3DS Max has 82 bones (with 5 fingers and 3 finger links).
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Even though I'm on stable+pro I still really love seeing things like this.
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I kind of hope you get cars working, partly because I'm greedy and would love for your settings to be shared with the community (including me!). Plus it seemed like Josh's post helped you ID the proper values yesterday.
But I'm sure you already put in a lot of time so don't kill yourself over it. A randomly generated marble game would with tracking and high scores would still be pretty sweet. And of course the ghosts.
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That would be pretty damn sweet! Thank you!
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This is good stuff people can use. I still highly encourage you to create a thorough tutorial on how to optimize and polish your game visually. Things like using the correct types and amount of lighting and shaders for your environment (for the best look and best fps), proper material settings and texture usage, etc. Visuals aren't everything but even these tournament entries could look so much better with just a shader or two added.
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Agreed. As long as you have enough data.
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I was thinking of the scenario where you receive 9 pieces of data that people didn't get past the first boss but 1 person did. Well, that could be anything, right? It could all be the same 1 person trying a boss 10 times or 1 person failing 9 times and 1 other one getting it the first time. Or anywhere in between. So to me, just raw data of attempts and failures is not enough. It needs to be shown per person.
Just like with the editor, is it 1 person creating 100 boxes or 100 people creating 1 box each? There's a major difference.
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I know how to do this with C but how do Lua users get which user is submitting data, especially between different game sessions? I know you used the Steam ID for the editor but can Lua users do that?
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That would be really ideal. I've never used 2015 or 2017 and if it's possible to keep using 2013, that would really help. I also don't know how many other people are in the same boat as me (maybe not many).
That said, I know it's inevitable so while I appreciate your effort Josh, if I need to upgrade, I will risk it.
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I guess that'll have to work.
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OK. Then could you at least please provide a newer archive than May that doesn't require 2017?
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I don't think the 2013 tools can handle the new library
You didn't even check? I though in our PMs you said you'd try to get 2013 working
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To clarify: will Leadwerks 4.2 continue to work with VS2013 as well?
Project OLED: Arcade game tutorials
in JornAggror Blog
A blog by AggrorJorn in General
Posted
I would definitely suggest starting with Pong as that should be the easiest to understand. Maybe even do it without vector math (or add it at the end).