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Blog Comments posted by gamecreator
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Can you use the game player for WIP games or is it only for completed products?
This is tricky. I wonder how the quality control will work. Josh can't spend hours testing games each week. Can users vote on games to bring the best to the top and maybe remove really poor entries?
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Nice. Is vegetation still next?
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I'm out of Likes for the day but consider this Liked!
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Again, just to be clear, when you reference "script" you mean source files too, right? So a comment like
// myfile.tex
would be picked up in any c or cpp file, right? Or just in App.cpp?
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Nice update! Can we include C / C++ users with this? The theory would be that the program would scan the project file for source and header files used in it. Then it would scan those files for any model, texture and material files mentioned and include them.
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the first features I implement in 2015 are going to be water and vegetation painting tools
You can't imagine how big a smile that just put on my face.
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The numbers are a little skewed for several reasons:
- Some packs have been out longer than others and sales drop
- December isn't over yet
- Zombie pack was released December 8
It would be nice to see something more comparable, such as the first three weeks of sales for each. But I know the Steam sale also alters sales so it's hard to compare fairly.
That said, I appreciate seeing these numbers, mostly for the fact that they contribute to the growth of Leadwerks!
Now where is that medieval character pack?!
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Fair enough. Still would have been awesome though.
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Just a thought on the game player: if it supported C/C++ and it was its own app that they could install, it would be my preferred way of distributing to my friends for testing.
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Thanks. I'm also not on beta so maybe some of this is different there.
I would still strongly suggest not downloading items at launch that are not used in the loaded project though.
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I just tried to start the editor and I had to wait several minutes while it downloaded the Terrain Textures (no skip option to just get to the editor). Now it says New Addons are available with it and another Addon having warning icons next to them asking if I want to install (with the Uninstall button grayed out). What? Didn't it just download these? So I'll just close this window out (praying it won't cause any issues) and unsubscribe, so this won't happen again.
I'm sure these are the types of issues being resolved but for now, for me, zip files really are more hassle-free.
Edit: I don't see the assets in the editor any more (to unsubscribe) so I don't know what it was downloading at launch. Yet when I go to the Workshop, it still says I'm subscribed. I don't know what's going on.
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I like the idea. I was working on something similar, a la Binding of Isaac, originally for the Halloween tournament.
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It was put together pretty fast. Is or will the code be available? And how was the thruster glow done?
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The layout looks like it gives a lot of room to play in. Can't wait to see the gameplay in action.
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Bugfix Update Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Good timing with the tournament just having started.
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It's nicer for me to hear that apparently you now have an artist.
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Sweet. I'm curious: how did you do the waterfall animation in the engine?
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Leadwerks Game Engine 3.2 Unveils Steam Workshop
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
If you plan on making a Steam game then you can use code from here to get started:
http://www.leadwerks.com/werkspace/topic/9663-introduction-to-steam-code-in-leadwerks/
Otherwise you can incorporate Raknet, which is also free.
Josh can speak for Leadwerks multiplayer plans but I believe it was planned at some point down the line.
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I love seeing the banners but the height right now is a little ridiculous. It and the menu take up almost half the screen (at a 1080p resolution).
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Nice site. More importantly, it looks like you've made a ton of progress on this project already. Well done and looking forward to release!!
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Leadwerks Gets Update for Workflow Enhancements, New Features
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Love the updates! The automatic FBX material generation especially was quite needed.
Also, it would be great to be able to just drag the post-processing effects into the scene (I don't code in Lua) to add them to the scene. They don't even have to be visually represented - just added to the Asset list. As a bonus, you could rearrange their order in the Asset list to see how the effects look when ordered differently.
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If it was only that easy. The answer is: depends. It's a new set of vertices, new number of faces, new look via textures... You could make a handsome man into an unrecognizable zombie and no one would know one was based off the other. Or likely care.
I think the legal quesiton is "is it different enough?"
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Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
You make some valid points Rick and I admit that I don't have a good answer. I imagine Josh thought this through and his projections of renewals and new customers versus various pricing options makes this the optimal path. I sincerely hope he's right.
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Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
So Rick, you're saying that a week ago Josh should have been charging $99 for 3.0 because of the deteriation of value?
Expansion
in Development Blog
A blog by Josh in General
Posted
I'd suggest a redesign of the mockup. It doesn't look readable/searchable.