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Blog Comments posted by AggrorJorn
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Can't hurt to try it. Perhaps you can find the entity count in the map format metadata.
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Nah it is a simple but 'hackisch' way. You display an image as loading screen, then the next frame you load the map, before the screen is updated. After the map loading, you remove the image being drawn. So a moving or rotaing image is not possible.
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I never had succes with multithreaded loading screens. You can show a screen like Rick says, but a dynamic progress bar (or anything moving for that matter) is out of the question.
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Halloween Game Tournament II Kicks Off
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
The link is private
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Right click on Leadwerks in your software tab, and go to the beta tab.
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Beta's are only available on Steam.
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Sweet. I really like the CSG brush update. When it is official I will make a video for the user guide. Why the term 'Shape hint'? Would 'CSG child physics' be more descriptive?
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nice improvements.
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Thanks for the comments guys.
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Luckely you can still call it though.
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Interesting stuff. I have been making the steering behavior for my NPC's this week. I didn't take in to account that recast perhaps already uses steering controls.
As per the terrain update in 3.1, dynamic navmesh generation is disabled. You now have to generate in the editor or call the API call manually.
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Nice work Marley. Do I see steering behaviors in the NPC's?
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How do the resolutions of the game center work? Does the game run with Leadwerks's own arguments of the resolution or does it take over the settings from app.lua?
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Nice to see approved banners back.
Clicking on the link provided results in the following:
"Please create an account to view this page."
I am logged in btw.
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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
Sweet list of updates.
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Same here Shadmar, I can finnaly get rid of my own gui.
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Thanks for these updates. Helps saving so much time.
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Leadwerks Standard Edition Brings C++ Game Development to Steam
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
@Oxford: Please read a little more carefully on the store page what the difference is between indie and standard edition. Indie costs 99 and standard cost 199. indie + upgrade to standard costs 198
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It is good to see you are making all this progress.
I still make this mistake:
someShape = new Shape();
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Thanks for this blog post Josh.
Looking forward to the improvements and new features that are coming.
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Load commands have a new optional parameter for the package GUID:
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/texture/textureload-r341
Sound like a new video tutorial to me .
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Are uploads directly visible or do they have to be approved first?
I can I publish one now for test?
How is it deleted if I regret my workshop item?
You can if you are a private beta tester. Go to the steam workshop itself in order to delete your items in the workshop.
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I will deffinetly have a play with this in the weekend. really awesome explanation and great to see all these steps.
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Really love these blogs you have been creating Rastar. I am curious to see what you will be doing next.
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The Magic Bullet
in BLaBZ Blog
A blog by BLaBZ in General
Posted
Nice blog post Ben. Good luck with future development. It seems you know what the customer wants and you can react to those needs.