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Posts posted by Pixel Perfect
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Just some more feedback now my son (7 years old) has played it:
He loved it and needed no help what so ever, found it very intuitive and was able to play through all the levels unaided. He enjoyed doing the maths puzzles and best of all ... wanted to know when the full game will be available, which says it all really.
More variety, and some simple evolving story line culminating in an ending, and I'd say you're pretty much there!
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Thanks for the thumbs up guys, much appreciated
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Either capture the Leadwerks window and make it the child of another or render to a custom buffer. There are example around on the forum of doing both.
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It just an image drawn to the mouse position with the standard mouse cursor hidden. Here's the code from the update procedure of my Inventory UI Manager:
if(m_iMode == itemSelect || m_iMode == pickInspect || m_iMode == inventory || m_iMode == inspectView) { DrawImage(m_entHandCursorImage,MouseX()-25,MouseY()-4,64,72); }
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I've never used SQLite before but generally in SQL syntax you would reference the field by the table name not the row as you appear to be doing when passing the parameter. I'm assuming that row just increments the table cursor:
So you might try replacing row.Bloom with graphx.Bloom
[EDIT] I just looked at Ricks example and he does seem to reference the row object so perhaps row is a container object that acts as a temp storage object for the rows returned from the SQL statement, in which case your original syntax seems ok!
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Will there be an upgrade price for those that bought Leadwerks v2?
Yes, the cost of having purchased LE2 + the upgrade will be less than the full cost of just purchasing LE3. Josh has stated this.
Is Leadwerks v3 only for mobile production or can it make PC games as well?
Yes, it can be used for making PC games too. Just be aware of the limitations of the first release especially with the higher graphics expectations of PC games in general!
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@Aggror I'll certainly consider a blog at the end of this process as there is a lot I've learnt and presumably still a lot more to be learnt
@cassius Nice to read your feedback and experience. I accept it's not always possible to team up with others for various reasons but as you say it places restrictions on what you can achieve. I can handle simple modelling tasks but anything more complex is beyond me.
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Looks great Andy. Nice work on the physics!
I'm fascinated by the terrain and texture mapping used here. Am I right in thinking you are using a few high res textures for the grass and runway in the airstrip area and then a higher altitude photographic texture for the remaining surrounding landscape? It looks so natural and effective!
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It's been an interesting experience applying AI and NPC movement to what I thought was a relatively realistic game level design and some of the pitfalls of using 'off the shelf' static and character models.
Some of the issues that emerge are as follows:
The realisation that no matter how nice some of these models or sets of models might look when you first see them and even place them in your level design, how fit for in game purpose are they really and have they ever really been tested in game? The reality I'm finding is that there are often inconsistencies or problems inherent in the design which produce problems when walking characters through my world.
A typical one will be differences in door heights between buildings (even in supposedly matched sets of buildings that come as a pack).
Another example is geometry that simply doesn't suit the physics. So you get steps deliberately modelled to look worn ... very authentic ... problem is, without a collision mesh there is no way your character controller is even attempting to walk up them, and of course ... no collision mesh provided!
Walkways provided on walls which in practice prove to be too narrow for two NPCs to practically pass each other.
Characters that lack certain animations which, once you actually have them interacting in the world, becomes blatantly obvious. Hey, even one character model I converted which seemed ideal for the part until till I discovered it had no Idle animations!!!
It's not that any of these issues are insurmountable but they do cause a lot of additional work or rework and considerably extend the time taken to reach the desired goal!
... and the moral of the story is ... work directly in conjunction with an artist or artists where a coherent approach to style and requirements is established and issues that arise can be quickly rectified. Or pay big bucks to have bespoke work done where you can go back to the artist where issues occur.
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The MS redistributables do not work. You can adjust project settings to fix this error
Of course they work ... you just have to meet them half way and build as a release build which is what the redistributables were intended for. YOU DO NOT HAVE TO DO A STATIC BUILD!!!
Your demo works fine now elvis72
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Well I have the MS C++ 2008 SP1 Redistributable Package (x86) installed as my 2008 C++ built applications all work.
Is this compiled as a 64 bit program? Did you build it as a release build not a debug build?
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Just gives me the following error when I attempt to run the exe:
The application has failed to start because the side-by-side configuration is incorrect.I believe this is normally due to some sort of conflict with the C Run-time files
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... I thought with the trees passing might be a nice little touch, but hmm it people think it's not a good thing then I may reconsider ...
It is a nice touch .. please don't reconsider
... I actually forgot to disable this however, if you press the "P" key it goes to a rotating chase camera view. This is only for testing and will be removed ...
Yep, found that one
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I'd say that's looking pretty darn good
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Well that scene actually looks very cold (although the colors are warm) and not very apocalyptical (everything looks intact, not in a state of disrepair or destroyed ... but then maybe that's post-apocalypical) but if you are looking to recreate that type of atmosphere in the picture then I think you will need to construct your textures to closely match a suitably constructed color pallette and apply desaturation to the scene.
With regard to the lighting ... to get that very bright slightly washed out look, that a really hot bright sunlit day gives, I find you have to raise the intensity of the directional light in Leadwerks from its default of 1.0
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It's really most impressive tjheldna. The graphics and gameplay is really very polished and looks as good as anything I could compare it too. I have only played the first level so far on hard setting and chalked up a score of 24400 at the end. Will play the 2nd and third levels tomorrow.
A couple of things I noticed right at the beginning with some of the introduction text:
'An evil wizard has cast dark magic to blocked your path' would be better English if phrased as:
'An evil wizard has cast dark magic to block your path'
Likewise:
'only you have the power to undo it all of this evil work' is better phrased:
'only you have the power to undo all of this evil work'
The only other issue was I noticed I got some corruption of the graphics occasionally when on the wooden platform by the bridges. The textures would sometimes break up. Might just be the graphics chip on my cheap internet PC. I tried to take a screenshot but it just came out black!
Plays beautifully though on this low spec AMD A6-3500 APU with onboard Radeon HD graphics chip.
My son (7 years old) is away for the weekend but I know will really enjoy playing this when he gets back. Look forward to seeing this finally released and I'm sure it will do well!
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Cool ...will download and try it out tonight
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Never played with that script but the first thing that comes to mind is no dynamic physics representation for the monster truck.
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Apply the vehicles velocity to your model then, so its always moving with the vehicle, then add any local movements as additions to this vector.
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Don't take offence please, lots of people pirate software and you are just exhibiting the typical tell tale signs of that even though you state you are not. I am always going to ask the question when I see those signs.
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That's a highly specific question from someone who doesn't have a license. Any closer to deciding to buy one yet after 5 months of asking questions
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I agree with Rick, no one currently capable of making an MMORPG would be asking such questions. Scale your ambitions right down and learn the basics by developing something far simpler! You will find that challenging enough but can then apply what you've learnt to something more ambitious.
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I thought OpenCL was the standard and if this is simply being wrapped by Bolt then surely it's not device dependant!
What is standard OpenCL? There is just OpenCL isn't there.
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Sounds very interesting!
Mages Alchemy
in Showcase
Posted
You're welcome tjheldna, it's a great little game!
We have found another little bug though, seems it will not accept just a zero entered from the keyboard or number pad in the subtraction mode. So when we get 4 - 4 we are unable to enter 0. We can enter zero after another number e.g. 10 but not zero on its own!