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Canardia

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Everything posted by Canardia

  1. You can change this line in Leadwerks.cfg: BackgroundColor=0.250000000,0.250000000,0.250000000,1.00000000 to a brighter color: BackgroundColor=0.750000000,0.750000000,0.750000000,1.00000000
  2. I had the same in mind today too. I think today I will investigate how to do the same for VS2010 DLLs so that users can have them inside the game directory and don't need to install the runtime.
  3. Leadwerks 2 Editor was written with MinGW32 -> BlitzMax, so there is no VS involved, and thus no VS DLLs needed. I have an idea which you could try: maybe the runtime DLLs are not enough, but it needs some additional VS/SDK DLLs, and if you have VS2010 on your laptop, but not on your desktop, this might explain it. So try to install VS2010 C++ Express on your desktop and see if that helps. If that doesn't help, try to install the Windows SDK, since most VS projects need that too: http://www.microsoft...ls.aspx?id=3138
  4. I hope Josh can compile someday LE3 with MinGW64 to get rid of this DLL hell. Some users can not get the DLLs working, even when they spent hours of trying to install them. The benefits of MinGW64 would be: 1) Ability to make single exe games with Leadwerks (no need for NSIS single exe) 2) Ability to make 32-bit and 64-bit programs 3) Ability to use the latest C++11 standard 4) Better compatibility with cross-platform C++ library sources 5) Slight speed boost due to more modern C++ and better optimization routines, and more CPU registers on 64-bit 6) Less security issues 7) No need to install runtime dlls 8) Easier maintenance of source code due to more similar code between platforms. Less bugs, less work, faster updates. 9) No additional work when Microsoft decides to make another VS version which is incompatible with the previous one (especially solution and project files). 10) Rich availabity of standard C++ extension libraries also on Windows, like pthreads.h, dirent.h, etc... 11) Fully portable compiler and IDE (Code::Blocks). No installation needed. You can have MinGW64 always with you on a USB stick, and write your Leadwerks games anywhere you go. 12) Same IDE on all platforms (Windows, Linux, Mac): Code::Blocks. 13) Ability to write Windows games under Linux, since Code::Blocks and MinGW64 works with Wine. 14) No need to install huge programs like VS 2010 C++, Windows SDK, .NET, SQL Server, and tons of patches, which bring again more security holes to the system. I really don't want to require my customers to install those runtime dlls, since they bring also additional security risks to the system, and my colleagues can't even install them, since they don't have Administrator rights to their Windows. And asking the helpdesk to install them for hundreds of users is not going to work either. Now that LE3 is completely free of external DLLs (newton.dll, jointlibrary.dll, etc...), since all the libraries are statically linked, I find it a bit ironical that LE3 itself needs some VS DLLs
  5. Time will tell. I have put all my love, time and money into Leadwerks. But I wait when I get something back. And don't be afraid, I will only praise the good things.
  6. I think many people will pay only via PayPal nowadays, because entering your credit card number into a web page can be high security risk. Even Sony's website was easily hacked, so who knows how many keyloggers and trojans everyone has on their computer. With PayPal, they will always return your money, if you ask them.
  7. All input functions are in the Window class: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/window/
  8. Did you try the latest 32-bit runtime from microsoft site then? The one on Leadwerks downloads is probably a bit old, and might not work with the latest Windows patches. Also install Leadwerks in C:\Leadwerks. The installer leaves some paths hardcoded to C:\Leadwerks.
  9. You need to install the 64-bit redist: http://www.microsoft.com/en-us/download/details.aspx?id=14632
  10. Some programs might have ninja-installed the 2010 runtimes. Commercial games do that. It's easy to do with NSIS, you just include the 2010rt installer, and launch it with the /q option (quiet). I did the same with the OpenAL installer in my single exe tutorial.
  11. So when is the C++ programming beta coming out? I want to start coding my MMO game, and a little test game before that
  12. I made dynamic DoF in GameLib. It's really easy to do in LE2: You just adjust the DoF near and far parameters in realtime, based on the camerapick. No FPS cost either.
  13. The only thing I miss in LE3 in the first release are real time shadows and Linux version. I need real time shadows to make the game look good, and Linux version to make the server side work.
  14. Why not sell a indie version of LE3: the engine only, no editor? What do you have to loose? It's only more customers, more profit. And without indies game development is not fun, it's just boring business.
  15. The initial release supports only VS2010, but I will try to get it to work with VS2012 and then later on with CodeBlocks+MinGW64.
  16. If it doesn't animate correctly in UU3D, then it's definately a problem with the model.
  17. Yes, you can make full games with Lua, if your games can be realized with Lua.
  18. He asked what is the way to go, which includes the most important aspects of programming: maximum support, maximum speed, maximum fun.
  19. There are still 56% of LE developers who find C++ the most fun to code with. Even in the ongoing poll only 5% like C#. http://www.leadwerks...ogramming-poll/ It would make more sense to write a Monkey (=BlitzMax 3.0) module for LE3, because that's with 24% the 2nd most popular language of LE users.
  20. C++ is the way to go. C++ is much easier and faster than C#. C# is just horrible and should never be used, it's as bad as Objective-C or Java. Lua can be used for some small and non-time critical scripts, but the main game should be still written in C++. Besides it's much more fun to code in C++ than in Lua, so why code in something which is not fun? There are enough things in game development which are not fun for a longer time, so at least the coding should be kept fun always.
  21. You need to put a physics hull made out of physics boxes around the player controller. Then you can apply force to the physics hull.
  22. You have to set the mouse position variables to 0 before the main loop.
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