Einlander
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Blog Comments posted by Einlander
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Another bonus is you can have a master subscriber. You can record all the raised events with time-stamps and play them back. Now you have a built in recording tool.
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And Game jolt. Game jolt even had an api we could use.
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I'm partial to October cms.
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I think allowing logic to exist solely in the flowgraph would be a good start. This way they can download tons of logic from the asset store and chain it however they want.
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I see no tessellated hair....
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Basically with thunderclap the hope is a rather large number of people join. At a certain time time everyone who joined tweet/post the same message/hashtag. The goal/hope is that enough people join to cause the hashtag/message to trend on twitter/facebook causing it to have exposure to everyone.
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This should be fixed now on the beta branch, Windows only at this time.
It's working!!!! So far so good!
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I don't doubt it. But it still does not mean it isn't broken.
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Which part? The analytics part or the CSG part? I'll give you the analytics, I stand by the CSG.
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I would mess your analytics up if you treat pro and standard versions differently. I have pro and only use it for lua. Also bugs will definitely skew your results. I completely stopped using csgs, and csg in prefabs because they are 100% untrustworthy. I would actively discourage people from using them if they now how to model.
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This looks like a good option for a game contest.
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Things have progressed while I haven't been around. I also ran into your scaling issue a while back. http://www.leadwerks.com/werkspace/topic/11768-contextsetscale-breaks-some-drawing-commands/page__hl__setscale
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You could always buy a shack in the mountains and become a hermit.
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Don't know about Illinois, it kinda corrupt here and the state is basically broke.
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The flow-graph absolutely needs to have a node that only exists in the flow-graph. This way you don't end up polluting your scene with pivots and users can share scripts making it easier to program a game without actually coding. All it needs is a list of available nodes to the left.
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That's what I'm wondering about though. I mean if it's in the editor then it gets the exposure to LE users. I never look at the workshop in steam. I do it from the editors interface which at that point I don't really care where it's coming from/stored. The question is does having steam house the workshop items give people a more fussy feeling about LE than if it had it's own storage place for things and you added/edited/put up for sale from the LE editor?
I'm not a fan of the current editor workshop interface, or the amount of control that you don't have.
In the editor, it's as barebones as it gets. You can only search. You can't sort or look through categories. You can't look at what other things an author has done, or can you see if they are part of a bundle.
Also the way private items DON'T actually work. I wanted to set a project to private and share it with my testers. In steam they could see the project, but in editor and the game player it did not show up. So now I have to place it on a file share site and distribute links.
These are some things that must be settled before a store where people are parted with their money is released.
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This is similar to how the game creators do their asset store for GameGuru. You can log in with a site account or link a steam account. Then you can either use PayPal to add credits, or use the linked steam account to add credits or just b buy the specific models.
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I'm actually afraid to make my prefabs more than a model + script.The prefab imo system needs improvements to accommodate for texture cords for brushes along with other error prevention.
It would be great if you can load buildings, rooms, and other contraptions without any hiccups which I ran into in the past.
I would settle for this. I wouldn't even need any new features for a while.
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I'd like more navigation commands like Destination reachable. Also the option for Ai to climb walls to elevated nav areas.
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Couldn't you set the lights visible to false?
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I would rather community/crowd fund or contract out 1 good game using the engine release it both on steam and the game player AND provide the raw project for people to dissect. Then use the game to advertise the engine and its capability. Unity, Cry, Unreal, and Game Maker all have games out that can be pointed at and used as an example of "This is what this engine can make". Leadwerks 3x series is a relatively young engine with room to grow. It will eventually get there. Or we can work towards having that 1 game that can be used as an example of a Leadwerks game.
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Ok.
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Are you removing it just from the documentation or from the api too? I need the crouching, my game already has it in it.
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The character controller example map demonstrates the step height and slope values, and doesn't have any issues:
http://www.leadwerks.com/werkspace/page/tutorials/_/fps-character-controller-r23
In both cases, a slight padding value is used to make sure the exact limit always works. If you have a map that demonstrates a problem I can definitely take a look at it.
Regarding navmesh dimensions, you will never get a measurement that is 100% perfect in all situations. The navmesh system works by voxelling polygonal geometry and calculating navigation data from that. There will always be some loss of precision due to the alignment of the polygon geometry when it is converted to voxels. Fortunately, you can easily visualize the navmesh in the editor, so if there is a part that needs adjusting it's easy to do so.
The real issue is when you are crouched. Other than walking it doesn't properly work. Steps act like walls, unless you approach them from a certain angle at a certain speed and glitch on top. Slopes, if you move at all on one while crouched, you will slide down it.
Website Updated
in Development Blog
A blog by Josh in General
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Personally think you should have the bottom footer as one line, as it is in the forum.
Also I think the navigation for the gallery should be centered , and the sort options both on the top right and the bottom right of the list.