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Pixel Perfect

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Everything posted by Pixel Perfect

  1. I think we will have to award you 'the most cautious potential Leadwerks customer' of all time award In answer to your question you have pretty much access to everything from Lua. I say pretty much because even the C DLL does not have access to all that Blitz Max does! Suffice to say that it's quite possible to write your game entirely in Lua and that has indeed been the choice taken by many on this forum. Have you every written a game before? Let me give some general advice, not specifically aimed at you but at anyone wanting to learn the craft of game design ... don't get hung up on searching for that 'perfect' engine because it simply doesn't exist. You will find yourself permanently sitting on the fence instead of getting stuck into what is a long and challenging learning curve that will eventually lead you to being able to make a game. I have spent the best part of four years of my spare time in that learning curve and only now do I consider myself capable of making the game I always wanted to. So, as long as the game engine you chose allows you to get experience of most aspects of game design I wouldn't worry too much about the finer detail. Believe me, you will have much more important challenges!
  2. Well I understood what you meant in your first post so I wouldn't worry about it
  3. One other way I've seen suggested to avoid this issue is to raise the weapon when approaching obstacles (some simple ray casting would facilitate this).
  4. You could try disabling the weapon's material depthtest by setting depthtest=0 in the mat file This is taken from the Materials section on the Wiki: This might cause issues of its own though!
  5. There has never been official support for several languages that LE2 has been used with but it's never stopped people from using it. I guess there must always be a limit to the number of languages officially supported. Personally, I have enough ongoing work with LE2 to keep me going for the year or two it's probably going to take to get the fully featured LE3 released and all the bugs ironed out. However, I can understand other peoples excitement and look forward to it's initial release non the less.
  6. This thread reads like the digital equivalent of queuing for days outside a shop to be the first to get your hands on a new iPhone5, the difference being the release date is no more than speculation in this case At least it can't rain on you guys whilst it's still summer ... can it?
  7. Welcome, you just made a great decision and joined a great community.
  8. Glad to hear its all fixed. With regard to the graphics driver settings, changing to Performance is always going to hit the visual quality as you unfortunately don't get something for nothing in this world! As for the Enable Software Processing for Vertex operations why would you want to enable that? Switching things on and off without understanding what it is they are doing is not really recommended and will often lead to undesired repercussions.
  9. Best advice under these circumstances is to do a clean install. Once your developer account is sorted out this shouldn't be an issue.
  10. Wow! I somehow missed this, looking great tjheldna.
  11. I use a callback where you can use whatever type of logic you want to get it to return or continue based on the items it detects
  12. Ha, that's a great copy ... laughed out loud when I met 'it' (not sure I was supposed to do that) I had a similar but not the same issue as Rick. As I walked the camera would periodically change to point to the ground, no spinning as such ... just an instant camera rotation downwards.
  13. I tried the original so we be interesting to compare this. Nice one, will download and try it tonight
  14. Buy Ultimate Unwrap 3D Pro, it's one of the best investments you'll ever make and fully supports X to gmf conversion along with just about every other major format.
  15. You know ... it's the one that we all know about that stops any games being made ... apparently ( the makeFPSGame command is broken )
  16. I'm not saying you have to do anything, I was just making an observation. Only you can make the decision whether to buy or not. I am simply a licenced user of LE2 trying to help out. I have no connection other than that to Leadwerks.
  17. To be fair I suspect that the evaluation version is not totally up to date and therefore missing some bug fixes. The current release of version 2.5 is mainly bug free, just a few one's outstanding, and it's hard to find any game engine that doesn't have some bugs! With regard to LE3, being a brand new product I would expect that to have bugs ... its inevitable. So most people buying LE3 will need to do so baring in mind that they will go through an initial period where the bugs are ironed out.
  18. You don't actually need all of the settings in the material file as they will be set to their default values if not specified. For instance cullface defaults to 1. So if you need any of these set to anything other than their default value then add the settings otherwise you can forget about them.
  19. Cheers Andy, something I might have to try for myself. Thanks for the illustration and feedback.
  20. Sure, it's in the process of being re-written for the 3rd time as a result of design lessons learnt along the way, my recent interest in Lua and my imminent team up for a new project (I'm teaming up with an artist who is not too concerned about my limited ability to commit time wise). Once that's completed I'll add an overview to my blog.
  21. Interesting blog Paul, I like your ideas on behaviours and the mixes it supports, I'll be watching this to see how this works out. Great to see you have both MG and Mack on board, that's a massive boost to anyone's team. Hope you're not committed to supply food and beer though, they could run up quite a bill
  22. That does look nice! So is this applying the mega texture as the base layer with some additional tiled textures on top to add some finer detail? Why is your fps so low Andy?
  23. No, that's fine. The current code and description you've provided illustrates the process well. I did my own binary file export and import routines for my path finding data, which literally just saves and loads predominantly structs along with a few headers and counts, and that's worked well for me. So I'll probably go with this type of solution. Like you, I prefer binary file output. Thanks again for your help tjheldna, it's appreciated
  24. Thanks for the feedback Roland. I'm seriously thinking about using SQLite for storing my configuration data, I'm not so sure about save game data though. The only issue I might face with the 'save the data' as opposed to 'save the objects' is the amount of data some of my objects store and would need to save and load, well more specifically how much work it would be to code the save and load routines for individual member data items. Going the serialisation route would have me believe I could avoid a lot of this but then I don't currently know how much work is involved in setting that up! Anyway, it's all good food for thought. I kind of like implementing my own solutions rather than rely on external third party solutions because then you are totally in control of it should you need to change aspects of it. We shall see.
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