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fallingbrickwork

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Posts posted by fallingbrickwork

  1. No game can be described as easiest or any other similar word for that matter wink.png

     

    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. @YouGroove - I wish someone would ban you from here. Will you stop posting noise in this forum, OffTopic or not, and just get on with your game. Does having a high number of posts 'get you off'?

     

    Serious though, just get on with some dev will you... try and not post for 3 days (i bet you can't)! rolleyes.gif

    • Upvote 1
  5. What other forums have strange behaviour from their admins regarding Leadwerks 3?

     

    I frequent most, Unity, Shiva, Esenthal etc and haven't read anything.... You're not infected with LE3 fanboy'itis are you?

  6. 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)

  7. Depends on how you view what an MMO is. I can make an open world where many people could log on and do a couple quests. I'm pretty sure there are a couple specific MMO engines out there that allows you to set that up in mins! Just because someone might not find it engaging or interesting doesn't mean it's not an MMO or that it's not a "finished" game.

     

    Minecraft is a great example of what indie's should be doing I think. Make some basic rules that let the players be creative. It's much faster than trying to create some story and complex gameplay.

     

    I thought we were talking about collaborations and team work?!

  8. Yes programming to bring original gameplay or visual special features.

    But that's not mandatory, you give some complete MMO tools and engine easy to use, if you have creative people and enought script power, a team could make some original MMO like :

    Fly in ships , land on planet, walk/run and shoot ennemies, dig on undergound of planets, construct space bases etc ...

    So even with standrad programming people can bring new gameplay( Fable 2 game, not incredible programming , but great ideas like social stuff, work mini games etc ...)

     

    And yes there is lot of not so known indie games made by one people.

    The examples put where more than one guy, but indie games with one guy, are a lot in mobile or IndieDB.

    Minecraft at start was one guy also !

     

    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.

  9. So for the last flopping time... stop putting people into programming and artist boxes..... There are only 2 boxes in the indie world... those who make games and those who talk about making games... Which box do you currently fit in I wonder?

     

    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.

    • Upvote 2
  10. I have people emailing me every day who have never used Leadwerks before, asking when they can buy it, because they want to get into mobile but don't want to trade the speed and flexibility of native code for a "walled garden" development environment.

     

    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)?

  11. On the other hand I don't understand why you think that LE2's draw was the fantasy of creating AAA games. Sure some people are stupid and come here saying they want to make the next AAA crysis or MMO.... however, the people here that actually know how to do anything with the engine are and have been working on things more feasible. Every community has these people that scream AAA this AAA that and they often are the majority..

     

    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).

     

    Also I don't understand why having a good renderer means you want AAA. Heck 'Rendering' quality and graphical art quality are two freaking different things. For a AAA game you need both good quality rendering and really good art. The art part is the hardest because there can be so much for a 1 or 2 man team to deal with... But why the hell not have a good renderer to offset the lacking quality of graphics in an indie game? My game certainly doesn't have AAA graphics but heck it looks a damn lot better with dynamic shadows... As an indie dev I'll take any advantage I can graphically if It is already done for me to offset my lacking artwork.

     

    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.

  12. That's why we can't see tons of games created with LE2. So will this situation repeat with LE3?

     

    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!".

  13. 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.

  14. The market is full of 2D **** games, that's why nobody buys them. There is no engine on the market yet which can do decent 3D graphics on mobile, and that brings a new market opportunity.

     

    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?!

  15. 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.

     

    Leadwerks3D $1000, ShiVa3D $4000 (with server), Unity3D $5000. Then LE3D would be still the cheapest with the fastest and most advanced features.

     

    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.

    • Upvote 1
  16. I don't like people comparing their idea of a product they have never seen to something else, and speculating which is better. I'm not keen on releasing too much information yet why Leadwerks3D is significantly better for mobile development, but there are some big reasons why we will win in that space, among a big portion of users. There are some huge missing pieces no one is providing for mobile right now. Please wait until you see the actual program before making a judgement.

     

    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.

    • Upvote 1
  17. Unity costs actually $5000, if you want all features enabled, so that it matches the features of Leadwerks3D:

    Unity Pro = $1500

    +Unity Android Pro = $1500

    +Unity iOS Pro = $1500

    +Git addon for Editor = $500

    Total = $5000

     

    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'.

    • Upvote 5
  18. Come on, anyone can write:

    Print "Hello World!"

    And the rest follows the same idea.

     

    I think you assume too much, LOL! But joking aside, there is a difference in Print "Hello World!" and

    Use Leadwerks
    Initialize
    Graphics
    CreateFramework
    TMesh cube = CreateCube
    TCamera camera = GetLayerCamera GetFrameworkLayer 0
    MoveEntity camera, Vec3(0,0,-5)
    While Not KeyHit
           UpdateFramework
           RenderFramework
           Flip
    End
    Terminate
    

    (* I grabbed the code from one of your posts and assume it is taken from SuperBasic) My point is, people are still going to have to investigate in the docs/API what Graphics is and CreateFramework etc. If they have the commitment to do this investigation, then I'm sure they can learn one of the current languages (maybe C++ is an extreme example, but that is not there only option anyway). If the above is not important, why not just merge all that together and just get them to write 'Use Leadwerks' and then 'Create Cube a'.

     

    Anyway, I hope this develops well for ya, i'll be watching the thread. Good luck with it.

  19. I like what you are doing with this (and your enthusiasm), but I can't really see any point to it or who would benefit from this?! Surely this is just about a different syntax. If someone hasn't got the commitment to learn one of the many supported languages, then they wont have the commitment to learn this either - infact, they may struggle more... In my 'day job' students learn both Java and also some COBOL and i can safely say 90% struggle more with COBOL. Ultimately, with any development the syntax is the least of your worries and the real issues come with game logic etc - beginners still wont get the concepts whether they are typing lots of { brackets or words like 'print'. Another angle would be aiming it towards artists etc who don't want to get stuck into C++ et al but I still think the above holds true. In which case, for a beginner, i feel a visual language with nodes/links etc (like Kismet) is the best option as they can concentrate on game logic (albeit simple procedures) and then move into coding when they get more confident. People tend to start today with massive ideas of making a MMO, without being able to write a 'Hello World' app in any language... an ultra-basic programming language is not going to help them.

  20. Hi all,

     

    This is mainly aimed at Josh and his work with LE for Mac OSX (but anyone else with info can obviously chip in)....

     

    As Mac OSX Lion was released today, I am wondering if he (Josh) has updated and 'how/or if' there was an upgrade to OpenGL, and how it is fairing with LE. As an LE license holder, who has been away for a while, i am interested in how LE is developing for the Mac.

     

    Best Regards,

    Matt.

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