Jump to content

fallingbrickwork

Members
  • Posts

    44
  • Joined

  • Last visited

Everything posted by fallingbrickwork

  1. No game can be described as easiest or any other similar word for that matter I don't mean to place a black mark over any Community Project, but I think you all know that it won't get completed; a game of any description is far too large in scope, especially when people are off doing other things such as 'life'. Why don't you all get together to work on a single piece of missing functionality for LE... like a really good GUI system (anything really, just something that could be completed <- and that is the key here, and given to the community for all to use). Like I said, i'm not trying to put any black mark on it as it's a really good idea.
  2. This is a common issue with .psd's. not sure about LE but I get the same issues with psd and Unity. Creating an actual Alpha channel instead of using the transparent background is a necessity. Like you have found png and tga handles transparency differently, but the doesn't help when you want to retain layers for fast on the fly editing.
  3. Is it code or assets you are trying to protect? There are things out there like exe-packager et al. which takes all your data and the exe and makes a single package. Some of these let you encrypt etc. The problem is that a lot of these un-pack your stuff upon running to a temporary area and then delete this when your game ends. That sounds all good, but there is nothing stopping a person going into that area whilst the game is running and getting your assets anyway. TBH, I wouldn't worry about anyone taking anything... if people want to they will anyway. The only issues you really have is licensing agreements if you have used models etc from 3rd parties i.e. turbosquid or similar. Most of the time they do not allow for assets to be given out in a readable format, so you will be breaking that (even with the packager mentioned above). There was a post here from Josh saying that sounds used on the Darkness game shouldn't be used in your products because he didn't have a redistribution license. If that is so, that is a breach of his licence... those assets shouldn't be included at all. Saying don't use is not enough. If it's code, why bother to protect it? I'm guessing it is just simple game logic, not Unreal Engine 5 that you have written.
  4. @MikeClarke - just ignore YouGroove, he is being a tit! @YouGrove - Wind the neck in. Less capitals & bold, and well, be nice; it's not hard.
  5. Canadian, why don't you just give it a rest - take a day off your horse!. I for one are sick to the back teeth of 'your opinions' on what is best etc! And your know it all attitude on what is maximum support, speed and FUN?! Jeez, the winter nights must just fly by in your house! C++ is like an ex-girlfriend. When you see her again, you are full of nice memories and nostalgia. 15 mins later you realise just why you split up in the first place. Maybe we should all use your SuperBasic which has even better support, speed, and inevitably more, FUN! (Rolling eyes)
  6. I thought we were talking about collaborations and team work?!
  7. The phrases 'Complete MMO tools and engine easy to use' should never be uttered together. No small team, let alone an individual developer will make a MMO. Yes, there are indie games made by one person, but the majority aren't. I don't believe Minecraft is a good example.... is there any non-programmatically made art in there?! and even that is more than one person now i believe.
  8. This is probably the truest and most false statement for describing 'the indie world'. Yes, you need a leader that will see the project to completion who can see 'both sides' of the programming/art divide... but talent does fit into boxes, and far more than 2! Audio, marketing etc. I don't like these personal attack type posts, but i have to say Scarlet you do seem to be 'way off line'. Yes, there are people in the indie world who can wear all the hats - i know personally that i have produced practically everything for my current game... but, i know i'm not the best at all the roles. I wish i had a modelling partner and a marketer/publisher. If you honestly think indie is about those who make and those who talk about it, you will NEVER succeed. Just take 'indie game the movie', FEZ wasn't 1 person, Super Meat Boy wasn't 1 person, Braid wan't one person - the artist was David Hellman i believe. My point is, there isn't one right or wrong way to make games... but collaboration is essential in one way or the other.
  9. Open up your email and total up just how many people have asked this over the last year? 10, 100, 1000? (yes, i am only pulling your leg). I know you are passionate about OOP, C++ and all the rest, but 99.999999% of mobile devs probably aren't. Kids making Temple Run clones will probably struggle with drag and drop and a bit of scripting, let alone C++ and OOP; and this is the market i guess you need to tap into to make it a success; maybe you have other plans. Who are you thinking of targeting/and is going to buy LE3 (with regards to mobile dev)?
  10. You have to think back to when Leadwerks first appeared (sorry, i'm not sure when you joined the throng). I'm talking maybe 3+ years ago. At that time there weren't any high quality renderers out there. A lot of us were probably playing with Darkbasic, the c++ version or irrlicht etc. None of these had realtime shadows etc. Then we saw Leadwerks and went WOW! For once, we (in our bedrooms) could make scene like the pros did. That is what i meant by the fantasy of AAA (and we are talking before AAA was even a term probably). Not even sure where this paragraphs is aiming at?!... I'm trying to talk about LE finding it's place within the engine market. Like I just said, when i first saw LE it was jaw-dropping.... it's not really that case anymore. All the big engines are now available for bedroom/hobby/indie users. LE can't really play that card now. And the thought of hanging the entire thing on offering C++ for mobile dev doesn't really sound that watertight to me... Just if Temple Run 2 devs care about C++ and all the baggage?! They are quite happy with their 20million downloads and some scripting.
  11. I'm sorry to say but i think the situation will be exactly the same for LE3 for the reasons stated in replies above. I remember a thread that started a while ago titled, "What are you going to make with LE3?" (or a similar title). I think someone should start a thread titled, "What have you finished with LE2 in the x number of years it's been out?" but I don't think there would be many posts. The nature of the renderer pulled people to LE who had the romantic notion of making a AAA game or similar; and for obvious reasons - the realtime shadows etc. For small teams and hobby users everyone knows this is just what it is, a romantic bedroom idea. Now, Josh is trying to buck this trend by opening up the mobile market, which should increase the user base; or will it?! I don't think it will (at all). infact, even a percentage of his current 'loyal' userbase won't upgrade because the renderer isn't up to that of LE2. I think the difficulty for LE moving forward will be to find it's place. It is a great engine, no doubt about it, but.... whereas once it was the only affordable engine with great visuals, it no longer is. It is now trying to enter an already saturated mobile market, where it will struggle to compete. On the question of speed etc... i agree that the engine will look nice on a GTX680, but if you took those system specs to a publisher, they would probably laugh at you and say, "Pass!".
  12. Jesus Josh LE3 better be good! Your comments to people are so 'blazzey', plus the fact that previously you stated that LE3 will offer something to mobile that has never been seen before (I'm not quoting verbatim here), that you had better deliver.
  13. I'm sorry but you are wrong. Yes, the market is full of 2D **** games, and yes, people DO buy them. Mobile is about casual gaming. sitting on a train/bus playing. Retro 2D is the new modern. To say there are no decent 3D on mobile is also false.... have you not seen Shadowgun?!
  14. On a personal note, I Ieft LE to do mobile dev using Unity a few years ago (so i can see both sides of the coin) and i'm looking to come back! LOL! It is not a money holy grail everyone seems to think. The mobile indie market is dying. I am getting frustrated with Unity's mobile mission, and what do i find... LE is going the same way. We don't NEED advanced features for mobile, don't you see. million+ copies sold of a 2D scroller and you are worried about 'advanced features'. All you need is to *get out there and do it*. Realtime shadows, higher poly counts etc only bring higher dev costs, not higher sales.
  15. I'm sorry Josh but that is just daft. Just because *you* don't like people comparing their idea of a product, doesn't mean they don't. Unless you tell, people will continue to compare and get incorrect ideas/thoughts. My worry is if we *continue to wait* to see the actual program it will be too late.
  16. I'm sorry but this is just not correct. Infact, if you had gone past the Unity website a few weeks ago you could have got an iOS and Android license for free... before you start saying pro is required, then it's not, but we wont go down that argument. So, it's actually $400 or $800 if you want both Android and iOS. Yet again it's the Metatron stats telling everyone some gospel. Even if $5000 was the cost, so what...?!... it's cheap, very cheap... if you believe in your project, which you must do if it is to succeed. What's $5000 if you sell 1million units @ $1.99, and i know guys who have. Most people release mobile apps and 30mins later they are off the 'new releases' and lost in the app swamp which is mobile dev. I think Josh should market the LE3D licence at $1000+. My actual post is about people thinking that Leadwerks3D is going to add mobile apps to their bow and bring in monies etc... it is not. Even if LE3D was free, 99% of people wont make anything, and won't make a penny without ploughing $1000's into marketing. There are already multiple avenues for mobile dev.... unity, shiva, UDK, Cocos2D, plus native coding... the list is vast. What do you think LE3D is going to bring to you? Most of the time, mobile dev is pushed by the technology, not the development environment/engine. Certain things can and can't be done due to hardware constraints etc. My point is... if mobile dev is that important to you, you would have done it by now using another avenue. The market is swamped and all-but dead! Standalone PC and Mac via Steam etc is becoming the new indie market. Due to this, I think Josh's idea of targeting mobile in the first instance is a mistake. LE was always more cutting-edge standalone. It was up there with CryEngine and Unreal, but affordable. LE cannot compete with the likes of Unity with mobile markets. Yes, LE may offer high spec but UDK have this with CryEngine coming no doubt... also, who cares about high end tech on mobile. Ask the public what they are playing. Even Unigine are tailoring for more cross platform and limiting their renderer giving LE even more potential to push forward. Not sure why LE doesn't play to it's strengths and try and corner the highend... i fear LE will be lost in the engine noise if it continues it's current direction (but that is just my opinion). It will be 'Jack of all trades, Master of none'.
  17. Unity is just Unity, not Unity3D. The web address is unity3d, but that is just because unity.com is long gone.
  18. You should research these... there is probably a Fortran beater in there somewhere. Cutting Edge Coding
  19. I would say the OP was trying to get a feel of the pipeline. I too wont waste your precious time again Lumooja, as infinitely worst still, this has wasted my time.
  20. I have actually found that page (and all those icons) as totally misleading. Unless current version have changed (in which case I will stand corrected), with regards to models, LE only imports .gmf. All the other formats need converting beforehand. The same goes for image formats, with .dds. Most people I know have bought an external piece of software (UU3D) to handle this conversion process. The website graphics says it import from any modelling package on the planet (or words similar)... which is true, if you have converted it! Like I said, things may have changed, in which case a newer user will notify.
  21. Hi all, As the topic title suggests, I am looking into making a port of my current development (Sailing / Trading) as a test for a possible move to LE2. Some of the more long-serving members may remember my LE antics back in the day, although i have lost touch with where the engine currently is (probably been away for 18+ months now). I have been playing around in the editor and couldn't get a nice ocean effect. I am only currently looking a visuals and am not to concerned about buoyancy/correctness etc. Now it could be that I was randomly playing with water settings and not finding an optimal result. My main issue was where the water meets terrain and the refraction (just didn't look right to me - too full on). Like I said, I was only playing in the editor. My game is mainly top-down (about 60 degrees camera)... google Anno 1404 if you want a visual of the rough camera settings. Anyway, if anyone has made a nice water/ocean and they could post a photo (using a top down'ish camera) that would be great. Kind regards and many thanks in advance, - Matt.
  22. A very impressive feature list! Can't wait to see it in action... a port of my current project may be on the cards.
×
×
  • Create New...