jen

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About jen

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  • Birthday 02/26/1992

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  1. Lots to do at University. Hopefully I'll have some free time for Border Recon soon.

  2. Hmm it seems too specific. It's definitely doable but you will have to experiment since what you're creating is outside of the norm. In addition gamemaster's post: I think you can create a shader to create instanced sprite. That will help out with the sprite population.
  3. Selling a game ?

    You can do whatever you want with it. The game you produce is Royalty free. And also, Genebris is right, Game Launcher does not require a fee. Only workshop items like 3D models for sale (if you are a seller) will have price cut by a percentage. You can do whatever you want with your game.
  4. Selling a game ?

    Okay. Yea, that only applies for games you publish on LE Game Launcher. You don't have to publish your game on the Game Launcher. You have the option to create a standalone version of your game from Leadwerks Editor.
  5. Selling a game ?

    There are no Royalty fees on games created with Leadwerks as far as I know. It's Steam that will ask you for a cut for using their marketplace to sell your game to, there's no avoiding that.
  6. Hello! I'm new... some tips?

    To lay out the fundamentals for you, you have the Leadwerks Editor, and the following: Your project will be located in X:/Users/User/Documents/Leadwerks/Projects/Project Your project will contain models folder, materials folder, scripts folder, and source folder. The scripts folder is where the main code for your game is located called main.lua. For Pro users, the source folder has both main.cpp and app.cpp, both are the main files for the project. Main.lua is where you put your game code if you have Indie version. Look at the "Learn" section, click on the top right corner of the navigation to find the tutorials for the engine. This one in particular looks easily digestible for beginners: https://www.leadwerks.com/learn?page=API-Reference_Object_Map_Load You put this in your Main.lua and click the Run button in the Editor. --Create a window window = Window:Create() context = Context:Create(self.window) world = World:Create() --Load a map Map:Load("Maps/start.map") while true do if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end Time:Update() self.world:Update() self.world:Render() self.context:Sync() return true end Map:Load in this case is the function used to load maps. And similarly there are the Window:create() to initiate the game applicaiton window, Context:create() - to create the context (simply, it's a canvas for drawing stuff like texts, sprites, textures, or even the game to your screen.). Map is the class, Load is the function. Classes are the categories with icon in the Learn section. Each class has a number of functions that you can use to make your game. And each class have different methods for different types of tasks, the Map class for one is for anything related to Maps. The Model class for example is anything about managing models - loading, removing, adding textures, etc. That should jump start you with the engine. Have fun
  7. VR Sensors, controller and display

    The headset will display the same image on each eyepiece, the eyepieces are curved so there's no need for any barrel distortion effect on the software programming as it comes physically with the curve of the lenses. You don't have to do anything else.
  8. Malformed animation after export as mdl

    I have the same problem.
  9. What are you working on :

    New Border Recon Devlog will be up tomorrow. Version 0.2D will be up soon.
  10. New Border Recon Devlog will be up tomorrow.

  11. What are you working on :

    The Character Controller you have looks pretty stable.
  12. World::FindEntity returns NULL

    I had this problem sometime ago where world::FindEntities can't find prefabs or at least prefabs that had not been changed. You may be experiencing the same issue. Once you change something of the prefab (as little as changing the name of it) it becomes an instanced entity. Only then the world::FindEntities can find it in the world. Otherwise it stays as a prefab.
  13. Instancing Prefabs

    I just realized that actually. The box meshes which were intended to be invisible aren't needed. I have a solution.
  14. Instancing Prefabs

    Hi, so I want to create Ragdolls. Each ragdoll will have a sort of "skeletal model" comprised of 19 "bones" which are simply box meshes representing the actual bones in a player character model. Each player will be assigned this structure. The problem is there are too many players(64 maximum) and I worry that the number of "skeletal models" will be too much. We're talking 19 "bones" per ragdoll x 64 players totaling up to 1216 box meshes and each of these will require 4 shadow maps. You can see where this is going. It would be much better if I could create instances for the rest of the 63 ragdoll models of the character players from 1 ragdoll model. My question is would it be possible to do this? To create instances of a prefab model? I don't think it would easier to create an example and find out for myself, I have no confidence it'll work and I would be wasting my time trying so I'll ask a question instead before embarking on a research and development.
  15. What are you working on :

    Started to populate the new demo map with buildings.