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Found 89 results

  1. I've noticed during the testing, performance is really bad. Whether it's the AI testing level (3-10 FPS), 2 lights+floor+kicking around a box, or a particle emitter with high particle count, as soon as something starts happening it is visibly choppy. It is bogged down from 200 FPS to around 20 FPS with hardly anything going on, and I don't see why that could be, it's not like many unnecessary things are being rendered. (the moving platform level has more lights and moving shadows, unless that's different because the fixed movement path allows the shadows to be buffered) Now my computer is a bit outdated (i7 860 CPU, GTS 450 GPU, 8 GBs of RAM), but it doesn't seem like it should be having this much trouble just from lighting, especially when I can play other games on medium/high graphics with better performance. I'm not sure if this is a general issue, as I've only tried the Linux version, so it very well could be only an issue on that version of the software.
  2. Steps to reproduce ; Tools > Options Under editor Font will say <None> click and select "DejaVu Sans Mono" 12pt Click ok Now re open the Menu Tools > Options and the entire editor crashes Other fonts gives different results - "Tlwg Typist" font instance sometimes causes an instant crash and some times you can repeat the above steps 10 times before it crashes. At first I suspected font with spaces in the names but even one word ones sometimes crashes.
  3. I am trying to create a HUD out of some png images - but whenever I draw the image, it shows white where it should be transparent. The image is saved as a png with an alpha channel, but I tried tga as well with the same result. I am using 3.2 Indie Edition on Linux. The image file is attached. Here is my code to load the image: function Script:Start() self.texture = Texture:Load("Materials/HUD/hud.tex") end And here is my code to draw it: function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:SetColor(1, 1, 1) left = context:GetWidth() - self.texture:GetWidth() top = context:GetHeight() - self.texture:GetHeight() context:DrawImage(self.texture,left,top) context:SetBlendMode(Blend.Solid) context:Sync(); end What I think the problem is: The automated conversion to textures is converting all images to DXCT1 RGB which has no alpha channel, but the working transparent textures that come with the editor use RGBA.
  4. This was planned as a response to this thread in the micro blogging system (See: http://www.leadwerks.com/werkspace/statuses/id/7596/) but look at the size of it and you will see why I made it a proper blog post instead. ___ Here's a hard truth for indie devs: Your stuff isn't anywhere near popular enough that you could even consider the dynamics of the entire market as you do not have a snowballs chance in hell of getting that kind of traction for your product. You are not going to reach the clear cut and homogeneous entirety of the Steam user base. Instead you are probably going to reach a barely predictable heterogeneous fraction of it. The majority of the market will simply not care so addressing an under served niche audience as well as the bulk of the market can be a very prudent choice. There's a reason why all three big Mac port publishers (Aspyr, Feral and Virtual Programming) have collectively started rolling out Linux ports. They understand the dynamics of a niche market, they have done business in one for years, exclusively. Check out these sales data articles (https://www.gamingonlinux.com/articles/sales-statistics-from-developers-part-3.4090), they are mostly concerned with Linux but quite often include Mac data as well. While some of these numbers are silly low ( often owed to the fact that these ports released months after the initial Windows only release and if you look at Rust in article 1 and 3 they manage to catch up) both platforms combined can run anywhere between 6-15 percent regularly, significantly more in extreme cases. It's mostly the popular indie titles that have platform statistics more in line with total market share. But be frank with yourself: How likely is it that your game is going to be the next Rust compared to the likelihood of it being any of these games you have never heard about before? Could you honestly just ignore around 10% of total sales? (Much more in percent if you look at it as an increase over a Windows only release.) In essence you are running the Lemonade stand on the street so thinking like you were the CEO of Coca Cola doesn't exactly apply to you. And while Mac's growth is certainly limited due to the nature of being based on premium products (Some people will never shell out this much extra for a computer while cheaper options exist.) Steam Machines could increase the size of the Linux install base enormously while having just about no chance of negatively affecting the Linux market share. The people that are already using Linux for gaming on desktops do not care whether or not console machines do well or fizzle into irrelevance.
  5. Hello, I have been trying to do some research on the engine for my future projects. Now, I am unable to find information on the licenses (or maybe I didn't look hard enough.) If I bought the license on steam for Windows, would I be able to use that license on the Ubuntu Software Center and use it on Ubuntu without having to pay twice?
  6. Hello everyone. Thanks for all the help getting going thus far. I have a dream, that I want to turn into reality. The dream is that I want a career in game development. While I'm still in senior high school now, I am taking a digital media class, and have been doing artwork for more than a year now. That said, my goal for right now is to make a game for the Linux OS using Leadwerks. To turn this goal into reality, I would like to join a team. I have good social skills, can work well with others, and I have a decent ammount of technical experience. My technical experience is outlined below in a timeline of events in chronological order: -Started programming in Python and C++. This is on-going, and I plan to learn LUA as it is much less complicated than C++. I have been programming for more than a year now, off and on. -Started using Gimp image editor on Windows. I use Gimp as my image editor to date, and I have about a year-ish experience using Gimp. -Experience using Autodesk Softimage XSI to make models on WIndows OS (before I converted to Linux) This lasted for about a year too. -Started using Audacity and working with sounds. This is on-going, and I have been using Audacity for about 4-5 months now, off and on. -Started using Blender as I began to have a distaste in expensive proprietary programs. While I used the student version of XSI which is legally free, I still didnt like it that much. -Converted to Linux -Have been using Blender now consistently for about a month or so, getting into the groove of how Blender does things. I feel like I can use Blender rather well, and I'm getting better every day. All in all, my preffered area of help if I were to join a team right now would be artwork, in the form of textures or models. Note that I havent listed any experience in level design. Not only am I really awful at creating game levels (in other engines mostly), its not my area of interest at this time. Other than that, my only OS right now is Linux. I hope that that is not going to cause problems. Models and textures are cross platform (or at least should be cross platform...) anyways, so thats no big deal. Wanting to join a team has also been a goal of mine. If you guys are interested, let me know. Feel free to give me a trial task to do if needed. I look forward to hopefully being part of a team and making games for the Linux OS!
  7. I purchased the indie version earlier this week, fired it up and was able run the tutorial maps and generally have a look around. Yesterday I decided to grab the sci-fi DLC and fired it up to have a look. Steam told me it was downloading a new version of the software so I waited for that to go through. Fired it up, got the splash window and it said it was downloading the DLC, the splash then went but the editor window never appeared. In the stdout the synchronise with workshop all went through ok without errors. The Leadwerks process is running and consuming a little CPU, the window manager believes there is a Leadwerks window and jumps me to it but it is currently not rendering. Decided to purge the application from my machine and download again but I got the same results. My setup is Debian Jessie (testing), latest NVidia drivers, up to date Steam, other steam items are running ok. My experience with Steam and purchases under it so far has been "just use it" so I've not had to worry about doing any problem determination so far. Is there any standard debugging/logging options I can activate to help resolve this?
  8. Hello, I've been following Leadwerks for some time now, and have been kicking myself for not buying it when it was on sale. Anyhoo, I was wondering why the store on the website has dissapeared. Usually when I clicked Store it would show you the different versions of Leadwerks you can buy. Now it just links to the Steam store page. I would like the buy a DRM free version of Leadwerks, for Linux. I know it was possible in the past. I tried out a beta. And if it would include a Steam key that would be grand. So if the website ever becomes offline I could use Steam. And if I can't use Steam I can just download it off the website. I tried googleing and the forum search but I could not find anything about this. Regards, Gyrth.
  9. as per: http://www.leadwerks.com/werkspace/topic/10573-lua-dynamic-libraries-not-enabled/ (I've request the topic moved or merged with this but I've no idea how to do that ) Seems LUA_USE_LINUX and/or LUA_USE_DLOPEN needs to be defined to enable dynamic library loading. I've provided a simple library to test with in the original thread.
  10. Hi Did a new installation of Steam and Leadwerks on a Ubuntu 14.04 64 bit installation. Got a problem with the new objects I create are in their properties located at very high coordinates (like 0.0, 100000000.0, 0.0). Visually they are properly positioned since they are where I put them but as soon as I changes something in their properties, they dissapear from the screen (probably they are positioned to the coordinates given in their properties setting). Have attached a screenshot where I have just added a Box, and switched to the box's properties in the scene. Have not experienced this on the Windows edition. BR Eirik
  11. Anytime I try to import a image and have it converted to a texture it fails. I have tried DDS, jpg, png and bmp images - 1024x1024. Sample log messages: Converting "Materials/Nature/fish.bmp"... Converting "Materials/Nature/fish.bmp"... File does not exist: /home/damyon/Documents/Leadwerks/Projects/Sheepish/Materials/Nature/fish.tex Converting "Materials/Nature/fish.bmp"... Failed to load thumbnail 6 for /home/damyon/Documents/Leadwerks/Projects/Sheepish/Materials/Nature/fish.tex Error: Failed to load texture "/home/damyon/Documents/Leadwerks/Projects/Sheepish/Materials/Nature/fish.tex" Failed to load thumbnail 6 for /home/damyon/Documents/Leadwerks/Projects/Sheepish/Materials/Nature/fish.tex Error: Failed to load texture "/home/damyon/Documents/Leadwerks/Projects/Sheepish/Materials/Nature/fish.tex" Failed to load thumbnail 6 for /home/damyon/Documents/Leadwerks/Projects/Sheepish/Materials/Nature/fish.tex Error: Failed to load texture "/home/damyon/Documents/Leadwerks/Projects/Sheepish/Materials/Nature/fish.tex" This is Leadwerks 3.2 Indie Edition for Steam (Linux). Thanks!
  12. Following completion of their successful Kickstarter campaign to bring Leadwerks’ game development software to Linux, Leadwerks has announced the release of Leadwerks Game Engine for Linux on the Steam distribution platform. This provides Linux users with a powerful tool to easily create their own 3D games. Over the last year, Leadwerks has focused on desktop Linux as a platform for creating and playing games. For many users, Leadwerks provides the last missing application they need to move entirely over to Ubuntu or another Linux-based OS. With Leadwerks for Linux now available on Steam, developers can build and play games without ever leaving Linux. Bringing Leadwerks Game Engine for Linux to Steam means that existing games can be more easily deployed to Linux. The Leadwerks Game Player allows users to play games published through the Steam Workshop. In most cases, games developed for Windows can be played on Linux with no changes and no recompiling, due to Leadwerks’ platform-agnostic design. Linux support also opens the door for Leadwerks developers to publish games to the living room. Last year Valve Software announced the SteamOS, a Linux-based operating system for game consoles. Although SteamOS is still in development, Leadwerks for Linux and SteamOS promise to provide indie game developers with a way to deploy their games to the living room quickly and easily. Leadwerks Game Engine is a powerful and easy to use development tool for building 3D games. The software has recently grown in popularity due to its ease of use, royalty-free license, and strong support for C++ and Lua programming. Thanks to the quality of modern Linux graphics drivers, Leadwerks is able to deliver high-end 3D visuals on Linux with an advanced deferred renderer using OpenGL 4.0. The Indie Edition of the software can be purchased on Steam for $99.99. About Leadwerks Software Leadwerks Software was founded in 2006 to build powerful game development tools that are easy to use. The company launched Leadwerks 3 in April 2013 at the GDC expo. Last summer, the company conducted a successful Kickstarter campaign to bring Leadwerks to the Linux operating system, reaching over 200% of their goal in just six weeks. A concurrent Greenlight campaign for Steam was also successful, making Leadwerks the first 3D game engine approved for distribution on Steam. In June of 2014, the Leadwerks Game Player on Steam opened the door for indie game developers to publish their games to the Steam Workshop, with no waiting period and no approval process. Although it’s been available on Steam for less then a year, Leadwerks users already have a dozen games and concepts on Steam Greenlight.
  13. I've been having trouble getting SDL to work with Leadwerks on Linux. It builds fine on Windows, but I've been getting the following error: ‘SDL_GameControllerAxis’ is not a class or namespace I set up Code::Blocks to use these: Compiler search directories: /usr/include/SDL2 Link libraries: /usr/lib/i386-linux-gnu/libSDL2.so Options: -lSDL2 -lSDL2main Am I missing anything? Could I be pointed in the right direction? I have installed the libsdl2-2.0-0 and libsdl2-dev (with the ":i386" option) packages. Thanks!
  14. It seems like I have a missing file when compiling. I looked in the directory where it's supposed to be (Leadwerks/Include/Libraries/glew-1.6.0/include/GL/) and I can't seem to find it. This occurs when compiling on Ubuntu.
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