Raul
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Posts posted by Raul
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We need guys like you.
Power to BMX!!
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installled latest drives on this machine with 220 and works fine now
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Failed to link the shader... this was on a pc with nvidia GT 220
I will try home on my pc.
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This. Considering that no one's even tried the trial yet, I think people are getting a little overemotional about this.
I do not want to be a hater but it's exactly like the announcement of PS4 which shows us nothing just a bounce of games rendered by a REAL PC
LE3 will be a nice rendering engine. that's for sure. also will have an editor good enough to help us making some kind of games: FPS, and 3rdPS / action...
As I said earlier, must of us are hobbyist. I am sorry to tell you but there are a few who will really make a full game by the end of their life Right now, there on the market there are a lot of tools and frameworks which can help any of us: UDK, CryEngine, Torque (yeah i know ) Shiva, Unity - for this you do not need to be a very skillfull programmer to make simple application. also for guys who really like to 'smell' the code: irrlicht and ogre. (i know both of them are quite old but I am trying to give some examples). Maybe 3-4 years ago it was complicated to make a nice water effect with some smoke and real time shadow (really was in fact), but these days it's not so hard.
Another POV: 499 usd for android? really? Android games are free. No one buys that ****.. I know there are maybe 30-40 games but trust me these games are not state of the art. The mobile market is a good one but only for big companies who have enough money to resist in time. In order to make 1000 USD per month you must have at least 15-20 average games on the market. Anyway this is another talk and maybe it's not the time for that.
My last words in this topic (if no ones starts an argue with me ) are these:
For LE CEO:
The price is not fair for us the community. As I said earlier I have these money and I want to give them to you but I will not have for what (at least not in the next months). The problem is that WE DO NOT HAVE the money. We the indie, the hobbiest, the "guys" who dream to make their own Quake clone (I would like to do that).. we do not have these money. We will left LE for other engines or tools. There are plenty.
And some very personal opinion: I do not care about cross platform with mobile. I can make any time a game using native code for mobile. iOS, Android, WindowsPhone. Mobiles are for fast, easy to play and implement games. Casual games. I am not here for making casual games. I want that fu%$% Quake clone.. and Quake is not for mobiles
Now I am going back to my work (it's 2:24 AM here and in the next hours I must leave to the office) so have a nice day to all of you!
R.
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Because there were a lot of discussion reagarding this issue but not a topic I wanted to share here my thoughts. I some kind work in gaming industry. I managed to make some little games and selling them. I am not have a Ferrari..yet!
Anyway, Josh managed to build a very powerfull rendering framework (see LE2) and the most important think: a community. This community shared the information and helpd out all the beginners. For a hobbiest or an indie LE2 was one of the perfect 'tool'. The price was ok, there are out there some .NET and BlitzMax librarys so many programmes which do not want to learn C++ can play with LE. I started using LE because of that.
Now there is a new version available. All this work must be payed now. The office rental cost money. The research cost money. To eat and drink.. you must use money too. No one is doing this for free. I do not care UDK is free or Unity cost 1000 and a little but....
1. I want a massive documentation with samples. Unity has one of the best helping system
2. I want to be able to code for Windows in .net or c++ or lua or blitzmax. I am an indie. I do not want to learn c++. I do not want to use those fu%$ing pointers.
3. I want to be able to upgrade from LE2 to LE3 not just until 1st of April. I want to do this anytime I have the money.
I am a customer of this product. Or at least of LE2. I want to pay for LE3 but only when all these 3 points are covered. Also I want to code games using LE and to sell them to make money. I made until now only 2D games but in the near future I want to make some full 3D applications not just some demos. So I willdefinetly invest money into a 3D engine/framework/tool/etc..
Sorry for my bad grammar.
R.
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it's 22 here
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I like Watch Dogs. Animations, graphics.. ALL
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"BlitzMax module is included, because Editor is written in BlitzMax using the engine.dll"
I have only one question:
We will be able to use its full features with BlitzMax?
Also, are there ant bmax users here anymore?
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nice effects!
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I smell a spammer...
She's a 27 years female who has these interests: Blogs,Travel,Reading,Movies,TV
How could she be a spammer? )
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@Red Ocktober: thanks mate. this "findChild" function is perfect. For now I think this is enough..
After I load the scene, I need to manipulate some objects, not many, so this might be ok.
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Just reinstalled. I did not copied any file in the editor (i have some models from Pure3D)
Still does not work..
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ok. I will do it again. I just installed it a few days ago..
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First I wanted to post on Bugs but I want to check first with you.
The Vegetation tool is not working in the 2.5 Editor. I use the same settings and models on 2.41 version and I am able to add grass on the terrain with no problems. in 2.5 it is impossible. Nothing is happening.
The Distribute feature is working fine, also if I press Ctrl to delete portions of vegetation is ok but I cannot Add.
Anybody has this issue?
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cassius, the problem is not my mat file. the problem is that, after conversion the gmf file does not have any material set at Surface 1. It is empty...
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@cassius: if I am doing that I will just copy the "bg_pos" entity to the Pos entity, but I will not be able later to move that object for example. I will need to search again through all...
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no chance. The only files which are working are FBX files.
Also we tried the 3dmax plugin to export directly the GMF files and sometimes is working ok so I guess we are ok for now.
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There is a mat file made by me. The problem is that the model itself has no ideea what material to load...
I cannot talk now with my artist. I will ask him tomorrow to give me an obj instead of a 3ds. Maybe when he saved the 3ds he crashed something?
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ok, this will be at least funny for you guys but: how do I "store" the pointer?
I tried this:
For Local e:TEntity = EachIn CurrentWorld().Entities Select GetEntityKey(e, "Name") Case "a_1" MapInsert(map, "tree1", e) End Select Next
but then I cannot "read" the info in no way..
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In terms of efficiency I'm not sure how things are handled in BMax but in C++ you would probably want to use something like a Map container which allows you to tag the object pointer with a text label and the pair are indexed by the label; making for fast and efficient retrieval.
Do you have a code for this in C++?
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@Pixel Perfect:
I already have the body for that boxes. I just added EntityType = 1 for every box. Now I have coll detection with the ground and with my rocks.
For point 2, I might create (after my scene is loaded) an array of entitites... I could store what I need and make the checks during the mainloop.
Damn this is difficult. I do not have any REAL experience with 3D games. Except these little tests I never tried to code a 3D application... I still do not have that knowledge.
I download Aggror's pdf and I will have a look over it. Thank you.
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My artist made me a simple scene. A gate with some walls..
He gave me the 3ds file and some jpgs. First I converted the jpegs to dds using DDS Converter from Tools.
Second I used a 3ds to gmf converter and I obtain the gmf file. The problem is that I have no materials set for this model. I mean, I made the material file... but in the GMF Viewer the Surface 1 -> Material is null. Why is this happening?
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@Pixel Perfect: right. my bad. forgot to actually add a Mesh... now is working. thanks
The only problem is that all the boxes are going through the terrain. How should I add the collision between the rest of the world and my boxes?
@Cassius:
ok. right before starting the main loop I entered the following:
For Local e:TEntity = EachIn CurrentWorld().Entities Select GetEntityKey(e, "Name") Case "a_1" MoveEntity(e, [e.position.x, e.position.y + 5, e.position.z]) End Select Next
And my tree was up there. That's good.
My next question would be: is this a good practice in real time? I mean, let's assume I have a character and I move it through the world. I want to check if my character is near a door and when I press "E" to open that door... or do anything with it. is there ok to make a "search" through all the entities and when I found the door to retrieve it? Is there another way to directly access that object?
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I had a look over the Blitzmax templates from the LEBuilder and remake the tutorials. I was able now to load and render my map made with the Editor.
Just wondering how could I access my objects from the map now.
Also I am interested in adding some models. I tried this simple code right after my map was loaded and before entering in main loop:
body:TBody = CreateBodyBox() SetBodyMass body, 1 For n = 1 To 100 body = TBody(CopyEntity(body)) PositionEntity body, Vec3(Rnd(-5, 5), n, Rnd(-5, 5)) Next
but no cubes were visible..
Window hiding under the taskbar
in General Discussion
Posted
move the taskbar to the bottom of the screen?