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reepblue last won the day on December 3 2016

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  1. I was able to get these actors working.
  2. What does the actual path look like when you list the contents of the directory? It's best to have your own method of organizing files. For instance, I make all my directories have capitalization, and files are all lowercase. For Example: "./MyDrive/My Files/file.txt"
  3. I got a little nervous when I read your post at first, but now that a buy-once model is still gonna be used when it's release, I feel better. I see the subscription model for beta software like a Patreon of a sort. Best all, you know you're doing something right or wrong based on number of subscriptions, so you can dynamically change things based on real feedback rather than assumptions.
  4. Jen, if you can post a small demo, that'll be great. I want to see if I'm getting it. I've tried picking up and object above and below the origin and it works fine.
  5. You can also make a fullscreen window by making a boarder less window with the window size the same as the monitor. This method is multi monitor friendly too, and you can toggle between fullscreen mode and windowed mode easily, as the entire app is just one big window. window=Window:Create(title,0,0,1920,1080,0) I'm thinking about changing Luawerks to this instead, but I want to check if this works in Linux first.
  6. Glad to see the Actors are now fully working. Happy to have C++ actors without worrying about the cleanup like I had to do with my puppeteer system! 

  7. Seems that there is a change in how fullscreen works. Try: local s = Vec2(System:GetGraphicsMode(System:CountGraphicsModes() - 1).x, System:GetGraphicsMode(System:CountGraphicsModes() - 1).y) window = Window:Create("Test",0,0,s.x,s.y,Window.FullScreen)
  8. Not even the stock code works? Because when I upgraded, I was having a similar problem, but the stock code worked.I had to rewrite my window system.
  9. Luawerks has been updated this morning, making the console more responsive and a new tab for the Options Menu for user's to bind keys to actions. Actions have always been part of Luawerks, but until now, there wasn't really a motive to use them. Now, the Action class look in the config to check what key the user binded to that action. You can read more on how this works here. Like the console, this may be improved more in the future. About Luawerks Luawerks is a Lua framework for video games developed on the Leadwerks Game Engine. It supplies developers with additional functions, handles the game loop and allows them to debug their code with a developers console. With all that out of the way, you can focus on making your game fun! You can purchase Luawerks from the Leadwerks Workshop Store for $9.99. For documentation and bug reporting, please visit the GitHub page.
  10. Luawerks will soon be updated with fixes for the console, and a new feature! Just cleaning up now. :)

    1. mdgunn


      Great.  Considering trying out your LOD system on some assets some time soon. 


  11. Crazycarpet made one with more features in C#. It prob can be compiled for Linux using Mono.
  12. Looks cool, I'd put the source on a git so people can fork/pull request changes and fixes.
  13. I'm currently testing Luawerks for Linux, and I've noticed that window:FlushMouse() and window:FlushKeys() seem to not be working with Linux. This is probably well known as I'm sure X11 is hell to work with. Any idea how to remedy this in the meantime? I tried to fix this with booleans and timers, but it just delays the action.
  14. Daww, you should at-least ship out stickers while you got em. I actually don't like using stickers if I only have one of em. If you're done sending prizes, that's understandable, hopefully someday you'll find a way to make it work.
  15. The physics in that is really botched in that demo as I had no idea what I was doing. I should just replace the app with a different one. In-fact, I should just make the full game at this point regardless.