Jump to content
The search index is currently processing. Activity stream results may not be complete.

All Activity

This stream auto-updates

  1. Today
  2. Hi, as the game is getting close to release, I wanted to share it here! Resonant Dusk is a retro inspired third person adventure game with fixed camera angles. It's a supernatural mystery game that focuses on story and puzzles, to be released on Steam some time in October: https://store.steampowered.com/app/3889080/Resonant_Dusk/ The idea for the game was to mix Echo Night with Resident Evil, add a little bit of Eternal Darkness in there, but take out all combat to focus solely on story, puzzles, and atmosphere. Resonant Dusk is being made by three people, where I am the main designer and programmer, and otherwise do a bit of everything. Then there's the writer, whom also does some of the puzzle design, and our 3D assets artist. I'm using Leadwerks, and the game has been coded in C++. I chose Leadwerks because I wanted a "no nonsense" engine where I didn't need to learn a ton of features I didn't need, and could just get to coding and easily create maps. And that's where the second reason for choosing Leadwerks comes in, the CSG map editor. I had a lot of fun making maps for the original Half-Life and its mods(like CS) back in the day, so this was also something I was actively looking for when researching which engine to use. Now, I might not be taking full advantage of a lot of the engine's many possibilities in terms of impressive graphics and optimization. But it very much fit with how I wanted to work on my game. Incidentally, this is my first post here. I'm not exactly the most actively social on the web in general, but I have been using the forums as a resource after registering my account here almost two years ago.
      • 2
      • Like
      • Upvote
  3. Beta The JSON entity definition files the editor creates will now be located in an /Entity Definitions folder in your project. Existing files should just be copied over automatically when the editor starts. You can safely delete the JSON files that are stored in the same folder as the Lua or C++ code file, if you wish, and don't plan to revert to previous builds. Everything should work without any hitches.
  4. Yesterday
  5. Beta This update makes some small adjustments to the entity properties panel. UUID field is now available in the entity properties, which you can use to retrieve a specific entity from the scene in code. In C++ API, entity->actor is a read-only copy of entity->components[0] or NULL, if no component is present.
      • 1
      • Like
  6. eox1

    earthlight

    inspired by the book of the same name from Arthur C. Clarke
  7. Last week
  8. TestDoor.zipI have simplified the door frame in mdl format, just the model without materials, and attached the result when exporting to mdl, a file that does not create the model together with the Brush.
  9. I need the file MarcoHanger.mdl to test.
  10. When I load the prefabs, a material is missing, but I do not see any other error: Loading material "Materials/Map/floorl/floorl.mat" Error: Failed to load material "Materials/Map/floorl/floorl.mat". Loading material "Materials/Map/floorl/floorl.mat" Error: Failed to load material "Materials/Map/floorl/floorl.mat". Loading material "Materials/Map/floorl/floorl.mat" Error: Failed to load material "Materials/Map/floorl/floorl.mat". Loading material "Materials/Map/floorl/floorl.mat" Error: Failed to load material "Materials/Map/floorl/floorl.mat". Loading material "Materials/Map/floorl/floorl.mat" Error: Failed to load material "Materials/Map/floorl/floorl.mat". Loading material "Materials/Map/floorl/floorl.mat" Error: Failed to load material "Materials/Map/floorl/floorl.mat". Loading material "Materials/Map/floorl/floorl.mat" Error: Failed to load material "Materials/Map/floorl/floorl.mat". Loading material "Materials/Map/floorl/floorl.mat" Error: Failed to load material "Materials/Map/floorl/floorl.mat".
  11. Beta Lua executables updated.
  12. I think these are all fixed now.
  13. Beta Editor and C++ libraries updated with bug fixes.
  14. Greetings Creatives, I've created some cool new bark textures...they're 100% free to use with attribution, just like my thousands of other images, music tracks and sounds. You'll find them here: https://soundimage.org/txr-bark-seamless/ Speaking of assets, if you can, please consider making small contribution to support my efforts. I honestly hate asking, but I do pay for everything myself including my music gear which is very expensive, so contributions from the community really help me a lot. Here are some ways you can help: https://soundimage.org/donate/ https://soundimage.org/ogg-game-music-mega-pack/ https://soundimage.org/ogg-music-packs-2/ I sincerely hope some of my assets are helpful in your projects. Please feel free to share your projects if you wish...I love to see how my fellow creatives are using my work! :-)
  15. trashcanuseful

    Detailed Trees

    @Joshas repetative analogy with robot. these symbols play a huge role, for example, scaling symbolic forms gives an assessment of events for many generations ahead and their form of influence in one expression or another
  16. SteamWrapper.exe is a really minimal program I wrote and compiled that only imports the Steamworks library. There is nothing special about it.
  17. If the game is launched with the -devmode command line switch, the window size is not supposed to get saved to the settings. When you are working with the editor or the C++ debugger, you typically don't want a fullscreen window, so a smaller window is used. The setting only gets saved if the user manually changes the windows size in the settings.
  18. These JSON files are only for use in the editor. They are not post-processing effects, and the engine cannot load them.
  19. I found the cause of it and fixed it in the source code. It's caused by the DXT5N texture having extra mipmaps (below 4x4, which is the minimum size for a compressed mipmap).
  20. here file B.json. B.json
  21. hi! got the same error yesterday and i found a solution that could possibly work with you, right click on the folder where you put your files (into the editor) and choose batch convert...that creates new versions of the files....it has worked for me
  22. Paste these into the editor console and press enter: Print(type(program.world.physicsstats.physicstime)) Print(type(program.world.animationstats.time))
  23. I need the B.json file in order to test this.
  24. On editor work perfect.
  25. Puertas.zipHere MDL Files.
  26. I need the MDL files to test this.
  1. Load more activity
×
×
  • Create New...