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Roland

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Everything posted by Roland

  1. Yes. That might be true, but you missed my point. I don't dispute the BMax language, the point was to minimize the dependency on 3rd party software as BMax and its modules are. I'm sure BMax is a great language but still it makes the engine dependent on the BMax developers when thats not needed. If the engine was written in C++ and then had a BMax API that dependency would be gone. BMax user would still have an engine API
  2. My thoughts on this is that C++ is, has always been and will always bee (except pure ASM) the ground bolt to build on. No 3rd Party things needed, works on all platforms etc etc etc. I would make the engine in C++ and then make an BMax API instead of having a BMAX engine with a C++ API. Other languages as C# or what the community is interested in doing can still be done as before, by the community. So my 2 cents for a C++ engine with a Bmax API. No one loses anything and the engine won't be dependent on BMax developer team.
  3. First of all I want to really encourage this good imitative by you NA. Your knowledge would surely help many of us from just 'poking around' to actually make something usable. The best tutorial serial I could think of is one that shows how to make something usable from scratch to goal. This could be a very simple level but well done. A level that includes the most common things that is needed such as those you are mentioning. The tutorials could then show different techniques as they need to be implemented for this level. The end result would then be a simple playable level. This Game Tutorial could be divided into a number of steps where you go from "the empty screen" to the end result. This way many techniques could be shown as separate sub tutorials along the way to reach the final goal. Also then each of them would fit into a bigger picture and would follow a red thread aiming for the end result. Of course I understand that making such a serial would generate much work, but it does not need to be as complicated at it sounds. On the other hand, every "advanced" tutorial is appreciated in any form or flavour. I have been playing around now for some years without producing more than small bits of a game, without actually coming to an end of anything. Best wishes Roland
  4. Nice to see the progress. Looks good. How will you detected changes as button-clicks etc?
  5. To bad the FontStudio creator did not know about your NWO. ..oh..ooops... GS I mean However its nice to get the problems solved.
  6. Yes. That solved the problem. In Sweden we have , as separator instead of . Replacing those made everything work just fine. Thanks a lot to you all guys with all help. This is why I came back to Leadwerks :)
  7. I can't draw any fonts made by using FontStudio 4.1. The font loads OK but nothing is drawn to screen. I have followed the instructions in the Wiki and uses the code from that example to view the font. There is a font Arial12Shadow that can be downloaded from that example and it works nice. But when using FontStudio to generate my own font nothing is drawn to screen. I follow the FontStudio instructions and gets a .ini and a .tga file. I then use MakeDDS to convert the .tga file to a .dds (Uncompressed + Save mipmaps). So what's the trick to get thins going I attach my test font
  8. Yes. As ZioRed says use the Basic configuration Go to download section and install ProjectWizard 2.3.1 Select Basic when you create the project.
  9. Yes man. That looks really awesome.
  10. Yes. I know. I quoted your post by mistake
  11. I still think it not a good thing to have sections in different languages. An example! Say I come with some great idea or explanation of something and writes that in a non-English forum. Say a Swedish one. OK. That may be nice for me and my Swedish friends, but all others won't understand that post and possible miss a good explanation of something or a good idea. What's good about that? Another example. Say that I have a problem and tells about that in my Swedish forum. I might get some help or may not. Probably not as there are not so many readers that speaks Swedish. I can't really see any point in dividing this into private sections for different languages and think that Leadwerks would not benefit from that at all. At last. My native language is Swedish and I have really learned a lot English by read and express my self in English. Edit: And good luck Josh when reading and answering questions in all the other languages. You will need it
  12. Why is it so hard for Germans to read/write in English as everyone else can learn to do. Having sections in different languages will make small islands of internal groups talking about there internals which most of the others cant understand. I cant see any good coming from that.
  13. Hi. I'm not Josh. But I'm totally against having other than English here. In that case there must be a Swedish section also, and a French and a ... You get it. English is the programmer/gamedeveloper language. I suggest that if you want a German forum, why not start one in Germany as I would do in Sweden if I wanted to speak with my Swedish friends. Not that I will. English is just fine with me. The just my simple opinion.
  14. 1) I will make a 2010 update during next week 2) The old wizard that is delivered with the SDK does not work properly
  15. Thanks Josh. Isn't that cool or what.
  16. Is there a Leadwerks banner available for download somewhere. I want it on my website among other tools I use.
  17. Have you tested with this Wizard.
  18. File Name: ProjectWizard 2.3.1 File Submitter: Roland Strålberg File Submitted: 17 Feb 2010 File Updated: 17 Feb 2010 File Category: Tools and Utilities Release of the 2.3 version of the ProjectWizard Just extract to you Leadwerks SDK directory and run ProjectWizard.exe There is some technical documentation in Templates/ProjectWizardTemplates.pdf for the more advanced user. IMPORTANT This version is NOT official supported. The version you get when running the updater is the official version which is the same as this one but with Framewerk, Gamelib and User moded disabled. Click here to download this file
  19. The size of the terrain you creates and the size of the heightmap must be the same. So if your heightmap is say 1024x1024 you must create a new terrain of that size and then import the heightmap
  20. Aggror I used your users guide yesterday evening while try to catch up with things since I have been away for a while. Your guide showed to be of enormous value and is an outstanding effort of you to bring light into the darkness. I cant thanyou enough. This guide is really the best peace of documentation that exists on Leadwerks Engine and should be moved to a more visible place. Absolute top noch work. Many thanks to you Aggror Roland
  21. TylerH, you are a nice guy. Why shouldn't you. I'm back also after some time, but I didnt even ask Welcome back
  22. I would be great if the editor could show mouse position while editing terrain
  23. There is a non-official manual to be downloaded from here Leadwerks 2.3 User Guide
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