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Scott Richmond

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Everything posted by Scott Richmond

  1. Josh, I understand your predicament but I feel like you're trying to work around a problem instead of solutioning it. For example, I noticed in a recent blog post you've gone to some effort to create a publishing pipeline. Maybe it would be worth investigating how much work it would be to take an open source installer (Assuming there is one?) and develop a publishing workflow that builds installer packages. The open source installer should provide options to silently pre-install other packages before the main install, and so you could add that as part of your publishing pipeline.
  2. Ah I like that much better! It segments the website perfectly in my opinion. Its hard to say which design is best of the 4. Probably the last that places the solid black bar outside of the banner to keep it consistent with the header. This idea just came in and I haven't thought about it fully yet: What if you overlayed the entire black bar and header on top of the banner? mmm actually probably a bad idea. Nevermind. Here's another one: Take the last of the 4 designs you have there, and additionally add the 'Forum' text on top of the banner area, possibly in bold white with a black shadow. Could give the banner space something to live for and also let the user know where they are. Its really a minor detail though and I'm not sold on it myself. Just saying. The tree directory bar tells you where you are.
  3. My feedback: 1. Best concept so far is the one you've sent in. I like it. 2. I really dislike the 'Forum' word. I understand the reasoning behind trying to cut up all those bars but for me it just introduces redundant space in the form of a long invisible bar. Solution? I would recommend seeing how the site looks if you lift "IPB Forum Skins" tree directory bar up into the banner as a replacement for that flat semi transparent bar we have now. Give it the same dark color as the header and hopefully the effect you get is a good distinction between the 'website navigation' (dark/black) and 'website content' (light grey). It should cut up the website nicely without too many bars.
  4. Hope this stands up to modern requirements though - Everyone is moving to a node based workflow system for this sort of stuff. I'm no artist however so I can't say I'm the best person to provide useful criticism.
  5. Seriously? You're making end-user design decisions like this based off of what developers are posting on developer forums? I see...
  6. Doesn't HTML5 support 3D buffers?
  7. I don't mean to derail this thread, but I'd like to see your evidence for such stats. The Steam marketplace is fast becoming the biggest marketplace for PC games. I think its a bit rich to be saying 90% of the games you expect LE3D to publish will be via web browser.
  8. I think as long as you apply some decent OO design it should be fairly easy to do. Though you could say that about anything couldn't you.
  9. I use MSVC 2010 for Leadwerks and almost any other C++ project. But I recently stumbled across Sublime. Its not really an IDE but you can pluginify it to do whatever you need, and its by far the best one I've ever seen. Its just pure beauty. I am in love.
  10. I think we could all do to just calm down here. YouGroove was just offering his criticism which the OP openly asked for. For my own opinion I would actually pose the same question - Why is she stark naked? I actually find that applying more coverage is more sexy and teasing than plain naked. The scene could be made much more interesting, fantastical and provocative if the fairy had less showing off - Some wings, leafy armor, etc. I'll second everyone elses opinion that the dragon textures require more detail. Finally, the shots themselves could do with better poses too - Lets see more of these two characters faces. Bring some emotion into the scene. Other than that. Great work.
  11. Should be pretty easy to do. A quick google showed up this old page: http://www.leadwerks.com/forum/viewtopic.php?f=32&t=562&start=30 Looks like the code is in bmax, but you should be able to find the appropriate commands for C++ fairly easily.
  12. *sigh* Look, this is how its going to go down so we can all shut the door on this and STOP PROCRASTINATING AND WORK ON OUR PROJECTS! YES YOU! 1. Collapse all programming forums into a single forum. 2. Implement vBulletin Thread Prefixes. ...prefix can be used to filter threads within the forum or searched on. Its a miracle! Everyone Wins! Can we all go back to work now?
  13. I didn't even know people posted in the global Programming container. Another reason to dump it all and go for 1 programming forum.
  14. I was about to spit chips thinking you were going to publish the documentation in some weird double page HTML format similar to the iBook picture, but I'm assuming it'll be like this: http://www.helpandmanual.com/help/index.html Sounds good Josh. I think the key will be keeping it up to date though, so make sure you factor that into your time management post release.
  15. I've often thought a lot but this topic and I'd long come to the conclusion that the solution is...somewhere in the middle. You simply cannot package up every part of a game ready for plug 'n' play for another programmer. There is, however, a sweet spot - Each major component isolated and given a nice API. This is what you want. They provide the bricks, you provide the mortar. Its also more or less what LeadWerks 2 seems to have always tried to be, and succeeded in many ways. Personally I think most take for granted the lib's we're all already using - rendering, physics, controllers, etc. LE3D sounds like it'll include many more isolated package such as AI to make it all feel much more complete. It remains to be seen, but between LE3D and a maybe Boost you would have a pretty damn nice set of packages to pull together to develop some nice clean cpp code. The next step for me would be logic examples - The mortar inbetween those bricks. This is the stuff I think we struggle to share as its often laden with our own style of coding and language. The only way I see this improving is better tools to support the sharing. This has already been discussed very recently in another thread so I don't go too far with it, but in my opinion the key a modern community wiki that supports code snippets for various languages.
  16. You know I think the best option would be to by default search all databases, optionally narrowing it down. Because lets be honest, many people don't use search in the first place and to ask a noob LE dev to search and click through various databases (Community articles, engine documentation, forum, etc) is a tall order.
  17. On tutorials: Its current state is an unorganized list. The only way you can browse it is linearly or search. Search is horribly broken. Did you know that one of the main reasons I originally bought LE2 was because of how awesome the LE2 Wiki was? I still to this day do not know why that area has been officially abandoned, especially to be replaced with an article list. Its still far and away the best documentation available despite how outdated it is. EDIT: Just took another look at the Programming tutorials - There are random german articles, as well as duplicate article titles (rendering lights, #2 rendering lights). What a mess. Its clear this system can't support the needs of the community and won't scale. One search: This needs to be fixed. Its such a universally core tool that its almost a crime to have a broken implementation.
  18. I'm confused, are you saying you want the fight to involve no skill? Does the player actually independently swing the sword or is it all automatic? The easiest way to do this would be to just give all sword fighters a 'strength' value and just do a health = health - strength.
  19. No where. I was just asking. There is no new information.
  20. Did I read somewhere awhile ago that Josh was thinking of releasing a beta version of LE3D to those who paid for and asked for it? EDIT: I could be talking out of my arse here! Don't take it as fact!
  21. Also noticed the textures attempt to scale during merging. How does that work?
  22. Logo: 3 By the way Josh, I applaud the idea of shipping a game with the engine. Its really the best manual you can create.
  23. Hey that's really impressive mate! Nice work. How does it distinguish between two block groups when you're creating them? Do you push a button to finish editing the first group and move on to the next?
  24. Oh for ****s sake hah. So you actually AGREE with Josh that the forums would do well to merge, you just want it to be done properly. You could have just said that.
  25. Macklebee - I still disagree with you mate. To keep it light hearted I would actually say I'd honestly love my shopping centre to stop categorizing their foods. How god damn often do you go looking for a few specific items that straddle that line between like 4 different categories? Which will of course be on opposite sides of the shopping centre. What I would give for one big fark off isle where everything I need is instantly searched for and given to me as a linear sequence of events down the isle, like Google Maps directions. PROBLEM SOLVED! =D
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