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  1. I am going through the documentation and I may have ran into a bug or maybe have misunderstood the program. In the image viewer the colors are inverted, for example below the blue image is how it's supposed to be but when displayed in the "Create Image Viewer" program, it is red. When I "Save" the file it goes back to being blue like it should. I don't see anything in the code manipulating the color. Whats happening here?
  2. Just bought LW today. I'm going through tutorials and I'm trying to assign a script to an object (the fan tutorial). I click on an object and then I select my rotation script. Now if I try to run/debug the game, nothing happens. If I select a different object after assigning a script, and then select my fan again, then the script disappears. It's no longer assigned. https://www.leadwerks.com/learn?page=Tutorials_Lua-Scripting_Introduction-to-Lua I'm on Debian 10. Any ideas what I may be doing wrong?
  3. Hi Leadwerks community. Several people in the past few years suggested to start a modest kickstarter or make some sort of paid tutorial set available using educations sites like udemy.com. Previous attempts at tutorial projects didn't go so well, so a change is needed. Project Saturn Game from scratch Users seem to like this approach better In the end there were too many code changes/breaks in default scripts for me to continue this. OLED Lua basics and editor usage videos. Tried out patreon: at max 3 subscribers. So I stopped using it. Although the video quality and length were improved, the views were so low that I stopped spending time on it. Then there is also SplineTools. I see the same thing there, although it is not a tutorial but a paid script. Very little usage At the moment of writing, I haven't earned anything yet. I blame the Steam workshop partially for this. New attempt I really like to see more people using Leadwerks. So here is my idea for a new tutorial project. Feedback is more than welcome. Kickstarted project The endgoal for this project is to have a cool, complete tutorial project. The endgoal is not to make a huge amount of money. however I have spend a lot of personal time in previous projects. I would hate it to see my precious time go to waste because users do not watch or read the content. Target goal (price)? Honestly no idea. Again, I do not expect to earn a lot on this. I would probably earn more money delivering mail or flipping burgers. Game type: Tower defense FPS is the most used genre for Leadwerks games so I want to do something else. I require only few animations. Several Leadwerks GUI skills to be learned. Imagine clicking on a tower, display a UI object at that specific tower. Different tower types require different game mechanics that can be taught. The amount of towers is not important, the game mechanic is: Direct hit tower: good for demonstrating raycast. (similar to Saturn weapon tutorial) Bullet: simplest effect that can be achieved. Tesla: good way to demonstrate sprites/electricity Area hit tower: either in a cone or in a radius of the tower. AABB example Projectile tower: slow moving object, physics involved. Models/textures/Sound would be provided. I have a friend who can model really well, delivers consistent quality and has a 'friend' price. Progress of the project will be publicly visible in the new Leadwerks Projects forum Project will be opensourced using Github. Language? Lua will attract more users, is quicker to set up and can be used in the editor. This brings us also to the question if the editor should be used in the first place. The game could be procedural for instance. A good showcase for C++ would be a nice change too. Leadwerks version? We have the stable Leadwerks 4.5/4.6. Possibly new game template for Josh to use with Leadwerks 5. Leadwerks 5 is a long way of though. Plus the game would be written in C++ since Lua is not available yet. Development process Game is first made from scratch. When that is done and passes review, the tutorials are made. Written tutorials on how to make the entire game from scratch. From starting a new project, to importing assets, to writing the code and finishing the game. Depending on how much time everything takes, videos could be recorded as well.
  4. Hello Everyone! This is my first post and first question here! Hope you can help! I'm new to Leadwerks and somewhat to Game Dev. I'm currently enjoying learning Leadwerks, and I just reached the Marble Game tutorial. The only thing I'm facing is that as soon as I create a project with the Marble Game template, I'm getting the full playable game, while it is supposed to be non-playable to learn building it. Is there any available files for this tutorial? That would save me modifying the complete game to look like the tutorial one. Thanks in advance. Lagli
  5. Hey guys, Besides the YouTube videos from the Leadwerks Channel, anyone know of some good LUA tutorials for Leadwerks? Any help appreciated! Thanks
  6. There is a typo in the Models and animation tutorial. Under the Models and Materials heading, second sentence. " We can seein the model " should be We can see in the model.
  7. In the Scene Editor Tutorial, under the Properties Editor heading, it asks to select the "Brick cylinder brush" but there is no Brick cylinder brush in the scene. In the example image the Floor is selected and in the next image Box side 1 is selected. I'm surprised Malachi missed this one
  8. Found some tutorials on subjects that seem to come up alot on the Leadwerks forums: Texturing and modular assets. http://www.philipk.net/tutorials.html The tutorials are simple but graphically impressive.
  9. On http://www.leadwerks.com/werkspace/page/tutorials/_/workshop-r11 It shows installing the Crate and Barrel asset After following the workaround to subscribe to it inside Steam http://www.leadwerks.com/werkspace/topic/12741-workshopbrowse-does-nothing/ The Workshop:Manage AddOns did not reflect the new item until the Editor was closed and relaunched After that, it showed the new entry, but will not allow install Leadwerks.log and update.log are both 0 bytes... I looked through the other related tickets (http://www.leadwerks.com/werkspace/topic/12081-installing-dlc-instructions/page__hl__workshop) , and the fact that the Install button is not clickable seems to be my problem.
  10. Issue is similar to http://www.leadwerks.com/werkspace/topic/12657-saving-a-map-does-not-add-extension/ On http://www.leadwerks.com/werkspace/page/tutorials/_/prefabs-r33 That doesn't work. It saves the file, but does not show up in the Asset Browser. You have to manually add the pfb extension for it to appear in the Asset Browser.
  11. On http://www.leadwerks.com/werkspace/page/tutorials/_/prefabs-r33 There is no visible indication of the emitter (other than x/y/z control points) at this point. Maybe it's because of: Error: Failed to load material "Materials/Effects/default.mat" Error: Failed to load material "Materials/Icons/emitter.mat" (That was referenced in http://www.leadwerks.com/werkspace/topic/12722-emitter-has-missing-materials/) Still no visible indication of the emitter Now the screenshots match up. The previous two did not. This could be a side effect of that other bug (missing materials) and may go away once those changes are propagated to us.
  12. It wouldn't allow me to respond to this thread http://www.leadwerks.com/werkspace/topic/12652-floor-blocks-light/ You have to press Enter before you can adjust the placement.
  13. On http://www.leadwerks.com/werkspace/page/tutorials/ In reference to http://www.leadwerks.com/werkspace/page/tutorials/_/particle-emitters-r10 The tutorial is incomplete.
  14. On http://www.leadwerks.com/werkspace/page/tutorials/_/particle-emitters-r10 When it creates the emitter, I see these errors: Error: Failed to load material "Materials/Effects/default.mat" Error: Failed to load material "Materials/Icons/emitter.mat"
  15. On http://www.leadwerks.com/werkspace/page/tutorials/_/terrain-r9 Since that is Windows only, maybe we should provide a link to some cross-platform tool or tutorial?
  16. On http://www.leadwerks.com/werkspace/page/tutorials/_/terrain-r9 Filename is terrain.r16
  17. On http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8 This part is very non-intuitive. It didn't show the entire model at first, and didn't auto-play. There are no buttons with Play icons or tooltips. Randomly pressing the two buttons to the left of the slider, I managed to get it to 'start' - but all it was doing was flashing different body parts on the screen really quick. It didn't appear that anything moved, just flashed.
  18. On http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8 The specified folder and material do not exist. The specified folder and model do not exist.
  19. http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8 Steps necessary for this to work: 1. rename barrel.FBX to barrel.fbx as the File:Import filter does not see FBX files 2. load the bmp files BEFORE the fbx file because multi-select is not possible and it will not auto-apply otherwise 3. load the fbx last
  20. On http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8 This section of the tutorial is outdated. It assumes you currently have 'Crates', which you don't. You currently have 'Fan' and 'Firepit'. As such, this section instructions you to overwrite your current copy with a binary-different version. The name should either be distinct, or it should be non-conflicting assets.
  21. When looking through the tutorial, you come across an image that you want a closer look at. You click it, expecting it to either navigate to the page or popup. Instead, it appears that a modal grey screen appeared over the page. What's happening is that the image is opening in the middle of the HTML page, not the middle of the browser window. So if you are on page 1 of 10, you have to scroll down 5 pages to see the image. Once you dismiss it, you then have to scroll back up 5 pages and find where you were reading. It would be ideal if it would open in the context of the current window dimensions rather than the generated html page dimensions.
  22. On http://www.leadwerks.com/werkspace/page/tutorials/_/materials-r7 The shader is in the Model subdirectory, which is not automatically chosen. Maybe recommend "Model/diffuse+normal+alphamask.shader" or "<Project>/Shaders/Model/diffuse+normal+alphamask.shader" Later in the same page, it uses So that format is probably best.
  23. On http://www.leadwerks.com/werkspace/page/tutorials/_/materials-r7 This should say 'Generate Material' not 'Generate Normal Map', as that was already done.
  24. http://www.leadwerks.com/werkspace/page/tutorials/_/materials-r7 These names do not appear in the UI.
  25. On http://www.leadwerks.com/werkspace/page/tutorials/_/materials-r7 The teapot is partially see-through in the Material Editor. It might be best to suggest checking Two sided (it is unchecked by default) on the wooden teapot example to demonstrate it.
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