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  1. Today
  2. Here is a demonstration that proves the cause:
  3. Hey @yurembo, thanks for playing the game! The graphic style is pretty niche, so I understand it won’t be for everyone. Thanks for the feedback, and for saying hello to the old lady :}
  4. Wow, wow, it flies! Write about the controls in the first post.
  5. Press F1 in Game Play and you will see the controls on the screen for about four seconds. I have to implement the sound improvement with bars in the settings option.
  6. You'll have to write a review for this game, my friends
  7. I played eight games presented at Winter Games 2025 GameJam, including my own, but excluding SnowBall VR, as I don't own a VR headset. Note: I tested them on my old computer with a GeForce GTX 750 graphics card, which is about 12 years old. - LeadwerksSurvivor - unfortunately, the game did not start. - Deakons mod - to be honest, there is no game here. - Ingenuity Legacy – lots and lots of text, interesting sound and singing. The wind is making a loud noise in my headphones. A helicopter appears on the screen. But how do I control it? I press every key on the keyboard, but the helicopter doesn't budge. - knucklebones-aftermath-v0_0_5 - looks great, the game definitely has potential. It currently consists of two rooms, and the game is very short. Picking up notes and solving riddles could be very interesting. The game lags on my test GeForce GTX 750 graphics card. The light looks like an opaque cone. Yes, the graphics card is very old. No question about the graphics performance. - KoffeeKrew-Winter-Games-2025 - the game is very small. There's only one monster, and it's incompetent. It looks like the level was completed the day before the jam ended - PenultimatePyre looks cool. I'm not a fan of imitation games based on old systems. But this game has a fully developed winter level where you can wander around, enter three houses, collect piles of branches and crosses. Climb a mountain and climb a metal structure. And in the very first house, say hello to Grandma. - Robot Concept is a really cool concept. The side view is something new. There's already an interesting level, but few gameplay mechanics have been implemented yet. Hopefully, a development will continue. - Escape from Vostorg - you'll have to write a review for this game, my friends
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  8. PenultimatePyre looks cool. I'm not a fan of imitation games based on old systems. But this game has a fully developed winter level where you can wander around, enter three houses, collect piles of branches and crosses. Climb a mountain and climb a metal structure. And in the very first house, say hello to Grandma.
  9. Ingenuity Legacy – lots and lots of text, interesting sound and singing. The wind is making a loud noise in my headphones. A helicopter appears on the screen. But how do I control it? I press every key on the keyboard, but the helicopter doesn't budge.
  10. Interesting vote results. I would have expected people would agree with you. Usually if you phrase something in terms that sound like functionality is being restricted, people react against it.
  11. It is because of the LoadScene example in the documentation that presents errors.
  12. KoffeeKrew-Winter-Games-2025 - the game is very small. There's only one monster, and it's incompetent. It looks like the level was completed the day before the jam ended
  13. knucklebones-aftermath-v0_0_5 - looks great, the game definitely has potential. It currently consists of two rooms, and the game is very short. Picking up notes and solving riddles could be very interesting. The game lags on my test GeForce GTX 750 graphics card. The light looks like an opaque cone. Yes, the graphics card is very old. No question about the graphics performance.
  14. Robot Concept is a really cool concept. The side view is something new. There's already an interesting level, but few gameplay mechanics have been implemented yet. Hopefully, a development will continue.
  15. Deakons mod - to be honest, there is no game here.
  16. LeadwerksSurvivor - unfortunately, the game did not start.
  17. The Newton developer has confirmed there may be an issue here...
  18. I may have found the cause, although it's not a complete explanation. The most problematic shapes are wedges with the pivot point outside of the convex hull: A wedge by default will have the pivot point right along one of the faces, which might occassionally cause collision to fail, if there is a problem like this. This explains why your wedge was failing frequently, but a new wedge did not have the same problem. This is still a bug. I don't have a complete answer yet. But I believe I am on the right track now.
  19. Yesterday
  20. can we get a button that allows us to scan the script folder and update entity definitions as i am having some issues where i will edit a script and then it just doesn't update it in the game and i have to delete the script entirely and past it back in
  21. I am replacing the convex hull primitive that brushes use with a polygon mesh collision shape, which should solve both the problems here. Stay tuned...
  22. Package:Close was declared incorrectly in my Lua binding code. Will be fixed in next update.
  23. The slope standing issue seems to get fixed just by recreating the wedge. That doesn't explain why it is happening of course. The disappearing collision issue is much more serious. I recompiled Newton Dynamics as a DLL, which is its default configuration, instead of compiling the source code straight into the engine. Then I ran my test app 100 times and couldn't produce the error. Originally one of my goals was to eliminate DLLs, but I don't think that's a very good goal. Stay tuned for an update. Pasting my test code here for later use: #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Leadwerks", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR | WINDOW_HIDDEN); auto ui = CreateInterface(window); ui->background->SetColor(0,0,0); window->SetHidden(false); window->Activate(); ui = nullptr; //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); world->SetGravity(0, -30, 0); world->SetAmbientLight(0); //Create the player auto player = CreatePivot(world); player->SetPhysicsMode(PHYSICS_PLAYER); player->SetMass(10); player->SetCollisionType(COLLISION_PLAYER); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 1, -8); camera->SetFov(70); camera->SetPosition(0, 1.6, 0); camera->SetPosition(player->position + Vec3(0, 1.7, 0)); camera->Turn(0, 180, 0); camera->SetMouseLook(true); auto scene = LoadScene(world, "Maps/Testing.map"); Vec3 camrotation = camera->GetRotation(); Vec2 mouseaxis = window->GetMouseAxis().xy(); const float lookspeed = 200; const float movespeed = 3.5; const float maxaccel = 40; const float maxdecel = 15; const float mousesmoothing = 3; const float runspeed = 2; const float jumpstrength = 12; const float lunge = 1.5; window->SetCursor(CURSOR_NONE); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { //Create the player player = CreatePivot(world); player->SetPhysicsMode(PHYSICS_PLAYER); player->SetMass(10); player->SetCollisionType(COLLISION_PLAYER); } if (ActiveWindow() == window) { //Camera look camrotation = camera->rotation; //Movement float accel = maxaccel; Vec2 movement; movement.y = (window->KeyDown(KEY_W) - window->KeyDown(KEY_S)); movement.x = (window->KeyDown(KEY_D) - window->KeyDown(KEY_A)); if (movement.x != 0.0f and movement.y != 0.0f) { //Adjust speed on each axis if both are in use movement *= 0.7071f; } movement *= movespeed; float jump = window->KeyHit(KEY_SPACE) * jumpstrength; bool crouch = window->KeyDown(KEY_C); if (player->GetAirborne()) jump = 0; if (crouch == false and window->KeyDown(KEY_SHIFT) and !player->GetAirborne()) { movement *= runspeed; } if (jump > 0 and crouch == false) { movement *= lunge; accel *= 100; } //Set input player->SetInput(camrotation.y, movement.y, movement.x, jump, crouch, accel, maxdecel); } world->Update(); //Adjust camera position float eyeheight = 1.7f; if (player->GetCrouched()) { eyeheight = 1.8f * 0.5f - 0.1f; } camera->SetPosition(Mix(camera->position.x, player->position.x, 0.5f), MoveTowards(camera->position.y, player->position.y + eyeheight, 0.1f), Mix(camera->position.z, player->position.z, 0.5f)); camera->SetPosition(player->position.x, MoveTowards(camera->position.y, player->position.y + eyeheight, 0.1f), camera->position.z); world->Render(framebuffer); } return 0; }
  24. -- Create a new zip package local pak = CreatePackage("test.zip") -- Create a stream local stream = CreateBufferStream() -- Write a line of text stream:WriteLine("Hello!") -- Insert the stream contents into the package pak:AddFile("test.txt", stream.data) -- Close the stream stream:Close() -- Close the package to finalize changes pak:Close() -- Open the zip file in the default program RunFile("test.zip")
  25. I will find the cause. Updating Newton now, and if I have to file a report with Julio I will.
  26. You window probably isn't hidden to start with.
  27. https://www.leadwerks.com/learn/LoadScene?lang=lua
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