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  1. Past hour
  2. TheConceptBoy

    Buying leadwerks

    Subscriptions make sense. It's a more sustainable model and to be honest, you get continued financial support to keep the project going. You'd have to charge much more for a single time license to keep the doors open on a studio that is developing a product to complete with Unreal and Unity.
  3. Josh

    Buying leadwerks

    I'll probably offer both types of licenses. I prefer subscriptions but I'll give both options.
  4. TheConceptBoy

    Buying leadwerks

    I'm just looking in for research. I understand it's just a beta in the works. Is the subscription model going to carry over to the full release or are you planning on a single time fee? Game Maker has a nice one that offers a basic export to Win, Mac and Lunux. And all the console / Web and Mobile exporters are extra.
  5. Josh

    Buying leadwerks

    Yes, but please read the description thoroughly. It is not ready for production yet.
  6. TheConceptBoy

    Buying leadwerks

    So is this the engine we're talking about?
  7. Today
  8. gamecreator

    openAL not installed?

    Have you tried installing OpenAL, even if you think you might already have it installed? https://www.openal.org/downloads/
  9. Josh

    Buying leadwerks

    The game level will load with no problems I think. The rendering is extremely different, but it won't affect the art assets.
  10. TheConceptBoy

    Buying leadwerks

    Alright then. We'll see how it goes. To be honest, if I do get to the point where I produce something nice that you can use to showcase the engine capabilities, it would be a shame if the showcasing would be of leadwerks instead of the next rendition. Is the rendering core and level editor the same as leadwerks, how compatible would the level files be?
  11. Josh

    Buying leadwerks

    2020 Windows, Linux, Mac. Maybe consoles later on. The biggest changes are that we are switching everything to smart pointers. In Lua this doesn't matter much. In C++ you can save work by using the auto keyword whenever possible. Leadwerks: Model* box = Model::Box(); Turbo: shared_ptr<Model> box = CreateBox(); In fact I recommend using auto anyway because shared pointer variables are a little tedious to type: auto box = CreateBox(); There's no Release() function because reference counting will be automatic. I think most projects will be convertable from Leadwerks to Turbo in a couple of days, but I am hesitant to say that for sure. The new engine will continue to support both C++ and Lua. Here's a simple Lua program in Turbo: local window = CreateWindow() local context = CreateContext(window) local world = CreateWorld() local camera = CreateCamera(world) camera:SetPosition(0,0,-5) local model = CreateBox() while true do if window:KeyHit(KEY_SPACE) then model = nil end world:Render() end And you can find a lot more details in my blog here:
  12. TheConceptBoy

    Buying leadwerks

    Also any plans for multi-platform delivery?
  13. TheConceptBoy

    Buying leadwerks

    Well I know so are we talking 2019? or 2020? ish because 3D game development of the size I usually conceive don't get produced in under a year either way.
  14. TheConceptBoy

    Buying leadwerks

    So With Game Maker Studio, I had a project made in Studio 1.4 that was pretty far into development. When Studio 2 came out, it offered a plethora of new features that would make my level design in game maker much more streamlines. Converting the Studio 1 project to Studio 2 was as simple as importing the project and the engine would go through the code and apply compatibility scripts in places where I used functions which became obsolete in studio 2. With App Game Kit, it was a bit different. App Game Kit on it's own works in Basic, but it also works in C++ as an API. Converting a game I was working on in basic was just a matter of going through the code and converting things like if statements and for loops from a basic syntax to c++ syntax. And all the engine specific functions just had the agk:: namespace in front of it. How difficult would it be to do the same with the next rendition of your engine if I were to start a project now?
  15. Josh

    Buying leadwerks

    The new engine won't be ready for another year.
  16. TheConceptBoy

    Buying leadwerks

    Hmm... and here I just bought leadwerks...
  17. Josh

    Buying leadwerks

    The API in the new engine will be substantially different, but follows the same general design. All file formats will carry over.
  18. TheConceptBoy

    Buying leadwerks

    Is Turbo going to be a next rendition with an ability to upgrade? For example if I start a project in Leadwerks, can I continue it in Turbo? Otherwise starting a project in leadwerks now, for me would be pretty redundant.
  19. Niijel

    openAL not installed?

    Leadwerks giving me 'openAL not installed' error at startup and then ending. Leadwerks was working fine till I installed the beta (4.4) but since then a full uninstall and reinstall not only of the production version but the latest beta (4.6) has made no difference. I started wondering if other software installs had messed something up, or windows update or a over active anti malware app. I have no sound issues with other software. The steam file checker reports no problems. I am happy to check or provide samples of anything on the pc to resolve this - After it happened I had to use Unity for a project and it was a hell of a grind - any help gratefully received :-) Thank-you
  20. Yesterday
  21. aiaf

    Dream world

    Sounds good to me. In few days ill have more free time to focus on this.
  22. xtom

    Halloween Pumpkin Run

    Try to collect all the pumpkins but beware the graveyard residents who don't like trespassers disturbing them. The more pumpkins you take the more dead will awaken! -- Controls -- WASD, Shift to Run, Space to Jump -- Tips -- Don't let a zombie catch you. One hit and it's game over. Run outside the graveyard or hop over the fence to escape pursuing zombies. Pickup a special pumpkin for a speed boost. - credits -- Game by Thomas Long Music - "Classy Ghouls Halloween Gathering" by Eric Matyas Special thanks to all the steam workshop contributers for the Graveyard props, skyboxes and shaders including ChrisV, Einlander, Shadmar Made for the Leadwerks Halloween 2015 Game Competition View full game
  23. xtom

    Halloween Pumpkin Run

    Try to collect all the pumpkins but beware the graveyard residents who don't like trespassers disturbing them. The more pumpkins you take the more dead will awaken! -- Controls -- WASD, Shift to Run, Space to Jump -- Tips -- Don't let a zombie catch you. One hit and it's game over. Run outside the graveyard or hop over the fence to escape pursuing zombies. Pickup a special pumpkin for a speed boost. - credits -- Game by Thomas Long Music - "Classy Ghouls Halloween Gathering" by Eric Matyas Special thanks to all the steam workshop contributers for the Graveyard props, skyboxes and shaders including ChrisV, Einlander, Shadmar Made for the Leadwerks Halloween 2015 Game Competition
  24. Yue

    The forklift

    The nightmare error has been fixed. Because if I tried to rotate the vehicle and give it a new position somewhere else, we had this. By now I have the tires correctly in place, it's scary to look inside the code to do this, but it's usually fun, I hope to have everything under control. The next step is to establish the ideal configuration for the tires with their springs, tire steering, and engine to move the vehicle. The litmus test really is when you want to implement the shovel and lift a hollow pallet, that will depend on the end of this prototype of forced vacations. code here: https://paste.ofcode.org/98YxbjP8RN8REtpY3ArhSe
  25. Yue

    The forklift

    Creating the hinges for steering the rear wheels of the forklift. The next thing is to limit their angle of rotation, and hook the rims with another hinge joint.
  26. Last week
  27. Yue

    The forklift

    Program structure. nevitably I have come across the most feared problem, low FPS. Possibly it's because the hard drive is always working in the background, but no idea what it could be, it only happens when I move the camera away from a certain distance, and eventually this is not very animating if I put more entities on stage.
  28. mdgunn

    Dream world

    OK. Not meaning to disrespect your idea. They are not bad ideas and as you say may have been relatively easy to do. It's not that I want to ditch the story but I think it may be best if some of it is backstory we know about but we try to mostly let things unfold through action. The story is still a good way for us to have a common idea about what is going (the back story) even if we leave it a little less clear to the user where it may be enough that it is clear they need to do a thing because they need to not die, rather than because its exact position in a larger picture. Maybe. I'm no narrative expert. Currently I guess in my mind I am trying to also see a way to get to a 'milestone' point as I think you are. A position where we have a demo of sorts. I think I don't know for sure if this will work out but I think I would do would be like this:- - Refine your dream section a bit. Maybe re-using some ship models for wall, floor etc. - I finish cryo room modelling. Add in some simple interactions like your dream room, such as a) turn of alarm, reset systems, get info on initial task (stop incoming drones waking rest of ship). - Secondary ('solider' cryo room ) - can re-use bits of first. Small enemy skirmish, disable wake-up machinery, gain hand-weapon. - Simple key quest to open outer door. Move through a few simple rooms and corridors. Enemies can pop in with simple spawn mechanics. Hand-weapon thaw-freeze might be used to activate or freeze mechanics or hazards. - Exit ship to island and navigate island natural environment and deal with incoming enemy threats around a few key locations (e.g. exit, village etc.). - Get to some key ship location at other end of island (e.g. escape fighter bay). - There can then be a reversal of sorts of entering ship navigating corridors and then entering key room (control room/fighter bay - maybe we go to both). - I think at this point we then end after a last fight enemy fight in fighter bay or in escape fighter protecting our bigger ship or something). I am not cross-referencing doc when putting this together so it might not quite fit what I said there but in general I think maybe the outline above could work. This is still quite a lot of work. If you have any interesting mechanics then they could be brought into one of the items above or replace it. Not trying to dictate the exact path here so if you have suggestions please let me know. If you want you could propose an alternate way of getting to a natural end point and we can merge things together.
  29. I am uploading some of your game launcher games in the games showcase because I love them and want to make sure they are always available.

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