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Olby

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Everything posted by Olby

  1. Completely agree, it would be easier to do tutorial for 2D platformer or some basic racing game. RPG's are too complex.
  2. Yes, since I actively joined the forum. So nearly two years.
  3. I thought I was the only person having this issue. It's the same with any regular image attached to a forum post. Since day one.
  4. As far as I remember this feature is removed from the Linux version.
  5. Leadwerks doesn't support Android or iOS.
  6. Suggested this before. For me as a sound engineer its like a kick in the groin. So much hassle going back and forth between audio player and the editor.
  7. I'm not sure I understand your sentence, perhaps something got lost in the translation. What do you mean by the system? It literally takes only one flag to switch your game to full screen using the window.FullScreen.
  8. Window needs to start with an upper case 'W'. This forum messed up the cases.
  9. I'm not quite sure what kind of issues are you experiencing. As mentioned in the link I posted you just have to set the Fullscreen style when creating a new window. Simple as that. Change the lines 11 and 12 in the default App.lua script to something like this (will open a 640x480 fullscreen window): local windowstyle = window.FullScreen + window.Titlebar self.window=Window:Create(self.title,0,0,"640","480",windowstyle)
  10. Sounds like a bug to me.
  11. You have to watch Aggror's videos they explain everything clearly. You can change colour, size, font etc. pretty much everything. And you can use image based elements.
  12. I've seen some users using Arteria3D models in Leadwerks, but you better ask around.
  13. Soon there will be A to Z tutorials (under the Learn section of this website) on how to make a full game in Leadwerks.
  14. Hi, 1. Menus are not supported and you will have to create them yourself. Look into Context set of functions such as Context::DrawImage and Context::DrawText. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/ You can also invest into FlowGUI which is a full fledged menu system for Leadwerks. Costs only $10. http://www.leadwerks.com/werkspace/topic/11262-flowgui-for-leadwerks/ 2. Full screen is possible by setting the Window::FullScreen flag in Window::Create function. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/window/windowcreate-r462
  15. The RSS feed keeps popping up empty posts in the documentation section. My guess is they're re-working it so should be back online soon.
  16. Currently the LUA version comes with libraries for both Linux and Windows. So if you publish a game it will contain both executables. Presumably in the future when Mac OSX will be added you will be able to publish on all three platforms with a single click. Also Steam Workshop games are coming this summer. Josh is working on the Leadwerks Game Launcher. This will allow you to publish your games and demos on Steam for free to all users who have downloaded the Game Launcher. Without it you would have to either manually distribute your game (zipped archive) or go through Steam Greenlight hoping you will get accepted. Attached is the Marble Game standalone version (published using v3.5 beta). Marble.zip
  17. When you publish it makes a standalone game with encrypted assets archive. Your friends, family or customers will not need Leadwerks to play it.
  18. Also, just looked at the Flowgraph and remembered another thing that would make it more streamlined: Double clicking on a script in flowgraph should open the script editor with the source code.
  19. That's simple, you just need to convert your mesh to use triangles (3 corners). LE does that on import as far as I know.
  20. There is no need to revolutionise the Flowgraph. The concept is good as it is (and proven by numerous people using it). We just need a few small tweaks to turn it into a well polished tool for LE. I have already stated these before: Zooming: mouse wheel and keyboard shortcuts Scrollbars: can't stress enough how bad it gets after adding more than a dozen of entities. Scrolling with cursor keys Virtual entities: adding a script without the need for a visual place-holder Comments: if virtual entities are implemented then comments can be easily added Toolbar button Keeping connections when entities are updated Double clicking on a script in flowgraph should open the script editor with the source code And that's about it. If this is added then the current concept will come full circle and become usable in a project where you have more than 2 door switches. [Edit] Given the above can be implemented in less than an hour (maybe apart from 4 & 5) I'm willing to donate 50$ for an hour of your dev time
  21. What restrictions? The only issue I see with importing obj into Sculptris is that it will create its own gibberish UV layout. However since I do all the texturing inside Sculptris + GIMP integration (through PSD export). I never need to look at the UV map.
  22. Sculptris has a wonderful 3D paining toolkit. It's dead simple and will take you about 15 minutes to setup and start churning out painted models. And best of all its free. http://pixologic.com/sculptris/
  23. Remember that you can always attach files to your forum posts. There is a limit of 189 MB per file but it ought to be enough for anybody.
  24. It always errors out when deleting currently opened project with "can not delete project folder". If possible forcibly close the project, release all assets and then delete the folder. Otherwise a graceful error message stating that you can not delete the current project would be more appropriate.
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