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AggrorJorn

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Blog Comments posted by AggrorJorn

  1. Looks very straightforward.

    So does this command Lobby::Count(); or CountLobbies()  fetch a count of all existing lobbies? Can you also pass in a name or id of your game, so that you only get lobbies that belong to your game?

     

  2. On 1/14/2018 at 6:24 PM, Christian Clavet said:

    Could it work with a chain texture?

    The only big downside is that Leadwerks cannot run a script segment in edit mode that would show you what you're doing. 

    Yeah', I can;t wait for the Leadwerks 5 plugins, were I could just have a wire edit mode, click in your scene and instantly see your wire or road created. For now we will have to make do with what we got.

    You could try set the amount of sides to 2, and for the material you could use tileable chains with transparency. I am not sure whether this would all perfectly align. Multiple splines won't entirely connect yet. Let me know how that goes, maybe it is something that can be added to the todo list.

  3. I think the website, together with the documentation, is now in a really good state. Hosting the games yourself is a good improvement. 

    I am curious to see how VR is going to go. The occulus and vive are still too expensive for my taste to really get in to it myself. There do seem to be a lot of cheaper alternatives from HP, acer, microsoft so I will be looking forward to hearing what others are experiencing. 

    • Like 2
  4. Conceptually the game launcher made a really good use case and a strong selling point, but in practice I found it annoying to use. The few games that I have subscribed to often blocked up because of downloads making the launcher respond rather slow. The UI style wise was good, but its functionality often seems to A) not work B) or feel sluggish. 

    I would focus on getting the templates up again. Most importantly would be the how the Games page is designed. It currently lists all games but it really needs some categorising. https://www.leadwerks.com/community/games 

    gamepage.jpg.9da0bc681a3a38a72bd1da2a9bd2043c.jpg

     

    • Like 1
  5. 5 hours ago, Einlander said:

    You can always sell them in parts, but have a bundle that has them all for slightly less then all of them separately.

    Does the workshop store allow bundling for a different price like you can do in the free workshop? Or do you mean as an actual separate object upload? The first one would be nice since maintaining multiple packages seems like a hassle.

  6. I will hold a poll to see if people are more interested in smaller(cheaper) packages containing individual functionality or 1 large (pricier) spline tools package.

    The final development for the spline paths is estimated to be done at the end of the week. It could then be uploaded to the workshop store as a small tool. For the roads I am giving myself until the 20th of august before I want to upload it to the workshop store. This way I have a target deadline/milestone were I can focus on. Before then I want to have an acceptable performance on startup and some minor improvements on the texture blending. That is my aim to have as the base version of the tool. If time and progress allows it I will include more features like the crossroads. Of course new features can be added in later updates.

    Feedback is always welcome.

    • Upvote 1
  7. 20 hours ago, jen said:

    Any plans to support road junctions?

    I have been thinking on how I would go about its implementation. A connection on a spline itself would be more difficult (but not impossible), but an intersection on the nodes themselves might be fairly doable. It would not be as advanced as Cities skylines, but a basic 3 or 4 point intersection could be feasable. 

    I do consider them extra features though. I would first like to improve the terrain alignment algorithm and investigating apossibility for exporting/baking the changes in the ingame terrain to the actual editor map. This would help performance significantly when dealing with carving and raising. Either way, these are things I really want, but I do not want to wait months before releasing the first tools.

  8. 13 hours ago, Thirsty Panther said:

    Sweeeet.

    Selling this on the Workshop along with your 3rd person script?

    Yes, I am not sure if it is one big spline tool package or whether I want to divide it in to smaller tool sets that you can purchases separately. I still wonder if I should add extra features, which makes it a lot more complex. Think about thinks like intersections,, generated sidewalks, bridge/pillars and even safety guards. But first some fine-tuning.  

    fyi The third person script is done first, more on this very soon.

    • Upvote 4
  9. On 7/16/2017 at 8:15 PM, Christian Clavet said:

    Hi. The spline tool is MORE than useful! If Josh would add a new LUA/C++ method so you can put "editor" stuff in there (called in editor mode) and have an enabler in the menu (like VIEW menu -> enable editor scripts), then you would be able to have scripts interacting with the editor and even use the new GUI. That would be something I would like to have!

    I was looking how they were doing "Star war Trilogy arcade" and it surely used spline paths to make move the ships and create the cutscenes, if you look closely, the user is able to "move" a little in offset on that spline path when he's targetting...

    So yes, I'm really interested to buy this script. I really enjoyed watching at all your videos! Thanks!

    The support for plugins/editor scripts has been requested back when leadwerks 3 was first released. Unfortunately it doesn't look like this will be integrated in Leadwerks 4. Based on Josh's blog however, Leadwerks 5 will have something like this in store for us. That would make these scripts even cooler to use. With the spline tool alone you could generate roads, rivers, ropes/wires etc. Object paths are just the beginning. 

    And thanks for watching. I am glad you enjoy the videos.

    • Upvote 1
  10. On 7/11/2017 at 10:52 PM, Thirsty Panther said:

    Loved the OLED series of videos. Help me understand some of the concepts a little better.

    I don't know why it was receiving little attention.

    Looking forward to your scripts in the Workshop. My attempt at 3rd person camera works but the camera moves erratically. 

    Thanks Thirsty, if you have suggestions about a topic, give a shout.

    15 hours ago, cassius said:

    A couple of c++ tuts would be nice.Keep going Aggror your work IS apriciated.

    The userbase for C++ is lower than that of Lua so I am haven't looked in to it for a while now. Did you have something specific in mind?

    14 hours ago, Marcousik said:

    What about making a tutorial on this ?

    Tutorials on how to use the scripts will definitely be made. Not on how to make these scripts from scratch though. 

  11. 50 minutes ago, jen said:

    I'm curious, is there a point carrying on with Leadwerks 4.5/6 development if you're going to recreate the application in version 5 anyway?

    Josh has an existing customer group that is using the engine for their (commercial) games. He can't simply say "alright I am going to put all my time in to this new program, that might be out in 1/2/3 years from now.".  Some time will go in maintaining the current engine and some time will go in to planning/making the new engine/editor.

    Website refresh and Leadwerks 5

    8 hours ago, Draeft' Lore said:

    only to be trumped by a reasonably priced engine like leadwerks 3 was when i picked it up a couple years ago, glad to see $100 go down the drain currently as this is planed.

    Why is it money down the drain? Leadwerks 5 is not out yet and is a separate purchase. You can still use your current license for Leadwerks 4 without having to spend any money.

  12. I sat down last evening to give it a thorough read and I am really impressed. I also love the component editor system. This saves a lot of manual typing to register all components.

    What I like the most is that this completely overhauls my default thinking process about the game entities. The losely coupled structure is perfect and I think that this is the biggest downside to most of the code that I currently write. Everything needs a reference to objects in the scene or other scripts. This just makes management so much more easy. 

    @Rick That API/components collections sounds awesome. I can allready see dozens of tiny components that can be useful for this. Any ETA on the project beta? nvm, end of august.

    • Upvote 1
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