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DooMAGE

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Everything posted by DooMAGE

  1. Hype! I guess I'll wait for full 4.3 to release a new build of my game
  2. I was trying to make second game to the tournament, and was also a snowboard game, we spoke about skiing on january 2th: http://www.leadwerks.com/werkspace/topic/15494-slippery-floor/
  3. Maybe is related to this? http://www.leadwerks.com/werkspace/topic/15494-slippery-floor/#entry103813
  4. Yeah it's the same problem :/
  5. Yeah this works great, until the player try to slide on a non flat surface like a slope/wedge, non flat surfaces stops immediately the player. I'm trying to figure out why.
  6. So I have to change the physics mode from character controller to rigid body for skiing? @macklebee thank you, I'll take a look
  7. Hello, I tried to mess around with self.entity:SetFriction(0,0) to make the default character controller slide on the floor, but it's not working. I also tried to maje a CSG and put SetFriction(0,0) in there too in the Start function. Thanks
  8. That's a good point, if someone figure out what the password is , can we change the password and the package process in the Pro version? But maybe this is a subject to another thread, we should focus on the ogg support
  9. Unfortunately not everyone has the professional edition, the solution for this issue is so basic that should be something native in the engine itself.
  10. This may be one of the most requested feature ever, ogg would make the leadwerks game launcher even more appealing since the smaller size the games would get. :/ A demon's game is over 1GB because the lack of compressed sound support. Josh suggested put Voice acting in some games, but it's hard to do a proper game with VA as a feature since this will increase a lot the final build. http://www.leadwerks.com/werkspace/blog/1/entry-1844-three-ways-you-can-polish-your-game-without-programming/
  11. I was using the beta branch and now migrated to the stable branch. Now the editor takes a lot of time to launch even the default start map and stays some time in the directionallight.shader When finally opens, the editor runs @ 16FPS, impossible to work with. What I tried to do to fix: - Instaled the latest AMD drivers (RElive) and I still have the problem - Tried to reinstall Leadwerks - Deleted Leadwerks.cfg Anyone know how to fix this? Thanks.
  12. Thanks for the test guys. So this is a driver issue? EDIT *game updated on the game launcher workshop*
  13. Idk if this is the case, but I made some posts about Leadwerks on IndieDB and Gamejolt. Welcome TWahl
  14. tried to use the latest shaders? http://www.leadwerks.com/werkspace/topic/15383-underwater-shader/#entry103236 I'm afraid that other players may have this problem :/
  15. good find, thanks! Only shadmar can fix this I guess :/ Maybe I should put a option to disable post effects.
  16. yeah looks like it's not possible now, but would be a nice feature.
  17. I mean, force the game to run in a arbitrary frame-rate, like force a game run on 30FPS (not every genre need to be 60FPS). Vsync ("context:Sync(true)") will try to match the refresh rate of the monitor.
  18. Released a new version today, I still need to update the game launcher version (**** internet) This update will fix some of the spelling issues and also add a couple of rooms that were left out in the old release. You'll find a new memory and also a new note from Hiro Nagashi, so if you already played the game you'll have some surprises in this new version. Changelog v_0.9.5 [uncut] - Added new SSR Shader - Added splash screen - Fixed some spelling errors - Removed the cars from the starting area - Added new memory - Added new note - Detailed a bit more the rooms - Added two new rooms - Reduced the sfx volume of the water steps - Improved wall textures of the storage room
  19. Say goodbye to his shaders :/ http://www.leadwerks.com/werkspace/topic/15240-shadmar-removed-his-shader-pack-from-steam
  20. Hey, where is my name? Just kidding. Good work all
  21. Hey! More stuff will come in the next version, my objective is to improve the Prologue to use as a demo for a Greenlight campaign to the next chapter. Much of the work this week (besides fixing stuff) was to detail the scenes a bit more to help you guys understand the water flood and how deep the water is. I removed the cars of the starting area, because floating cars in that place makes no sense. You can now even see the noisy bird (what a time to be alive!) The water in the game is really deep, the buildings you see in the game are the rooftops and the facility that you start the game barely survived to the cataclysm. Some additional rooms were planned for prologue but they were left out, I'll add them in the new version! So if you have already played the prologue you will have some surprises in the Uncut version.
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