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Blog Comments posted by aiaf
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Lol didnt sound defensive at all , I missed that restart text heh
About Proton i think is good choice save you more time to work on game play
(i dont care if is emulation as long as i can run in linux and work decent).
I like finding bugs , i find so few problems with demo , is good omen
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Played the demo, really nice and polished.
Feedback:
-game options: game restart required for settings to take effect, maybe have a small text about this
-the voice tutorial icon: pressing e to start the voice was not obvious to me , maybe having some notification about e key ? , like in half life
-putting the cyclone on a vertical wall close to ground does no generate force to repulse the player, i would have expected that to work but maybe is by design- {BUG] When jumping with the cube attached, the cube can get stuck under the floor you jumping to
Had to find a windows machine to try the demo (no windows machine in my house), please for the final release consider linux version.
I think is really important you get a number of good reviews on the steam page at the beginning.
Otherwise steam algorithm put you in the junk category and game gets buried. Also game updates help.
Good luck with the game!
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Looking great !, time to add some game play
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the size of texture can be larger on certain axis depending on the geometry on screen ?
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Hmm when i look at the first video i think all that corridor should have been lighted up from the beginning.
Or at least more chunks loaded from the beginning in the corridor , not 1 by 1.
Maybe the stages should have different sizes depending on layout of level.
PS I have no idea how you render the lights and how expensive it is
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More higher resolutions in the options , up to 4k , 4k monitor are not that uncommon this days.
Some ideas:
- You could find a base where there are oxygen tanks or recharge the current one
- The storm could be used as game play element, getting the player lost from the base
- Add some beacons that can be put in the ground , like a stick with a flickering light , and you can make paths with them to find your way in the storm
Once i see where you are going with the game play i can provide more feedback
You have most of the elements to start making some game play,
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Whitelisted , looking great!
@Yueits about 90 euro , more or less depending on your country VAT taxes
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This one is interesting , that encoding/decoding tool:
https://github.com/google/draco#encoding-tool
Seems depending on mesh type you can get better compression
and also there are cmd line options.
Did you load drc files in the engine ? maybe thats the point how fast the data is loaded.
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Here seems to be their test data (bunch of obj and ply files):
https://github.com/google/draco/tree/master/testdata
Hmm maybe try converting large ply/obj to draco format directly.
Just wild guess i have no idea how the drc files relate to gltf.
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Ok sounds good we can convert to glb + ktx in final stages of a game.
Ktx format will be coming to blender soon enough most likely.
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Yes search and have at least some simple globbing patterns like grass*.gltf, ????.tex
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UAK color theme is just cool period!
I prefer we have just 1 engine/editor that is actually getting support and fixes.
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Probably they made sure appstore is the only way to sell stuff on their platform.
Seem you can get the opensource tools (and more) with https://brew.sh/
It has gcc etc, if i get my usual linux environment i could use macos
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Haha , my internet filtering skills got triggered by this , and i almost stopped reading after the second paragraph lol but was good info after.
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Yes , this days, Linux makes a really good desktop, developer environment.
Good to see you got this setup and hoping for UAK on linux
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Just some ideas
One thing could be that you get air drops with items from time to time.And you need to gather them.
Lets say your some kind of private Indiana Jones you got one year sabbatical on this island and need to find some treasure on this island
I concur about the vegetation .. maybe you can try a very low poly vegetation that show up anywhere (like grass) , then add custom low poly trees at certain distances.
And then use the current system , might work so the transition is not that strange with something in the background.
Like a LOD layers for vegetation.
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We would be able to load gltf models?
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Depends on game I guess.I think for complex models the 3 lod models are widespread.So graphics section takes care of this.Maybe performance needs? Anyway I think this is good feature for turbo.
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will be something similar to this in c++?
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Te gui is missing a few examples but its really easy to use and very flexible.
https://www.leadwerks.com/learn?page=API-Reference_Object_Widget_Button
Btw the gui system will be available to turbo in a form similar to what we have now ?
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How will it work with custom shaders from the user? Suppose they will need to compile them.
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Looks like you making really good progress with the new engine, Congrats! my plan to finish my game before turbo is released may not work
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Classical space shot-em-up + some 3d
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Leadwerks Game Engine 4.6 Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
i updated project and i have this error, in Scripts/GUI/Button.lua:
Can you consider not modifying the Main.lua on project update? not a big problem just annoying.
AI-Generated Game Textures and Concept Art
in Development Blog
A blog by Josh in General
Posted
Midjourney seem to make better artistic images then dalle.
I think is just trained with billions of images and has some kind of image recognition and classifications and is just copy pasting, deforming images in a clever way.Maybe im wrong.
Probably is also using input from the people generating the images to learn what good image means.
Anyway this is good news for indies by the look of it
I plan to use midjourney for some 2d game experiment.
old man sitting on a mountain near the sea with a maelstrom swirling in front of him , providence , cthulhu monster , H P Lovecraft world , the color from the sky