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Josh

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  1. This is the layered image for the current banner. Might be useful to someone in the future. The background was generated / created by @Yue launchparty.zip
  2. The way it's set up in the sample project, the editor passes a command-line switch to the game called devmode. When this is encountered, the game automatically launched into a 1280x720 window (multiplied by the Windows DPI scaling value). The idea here is that if you are launching from the editor, you probably want to be able to switch back and forth between the editor quickly, either for rapid playtesting or for using the debugger. This code is all found around line 65 of the code file "Scripts/Game/Game.lua".
  3. Cast the entity to a model, and then call the Animate method: function MyScript:Start() local model = Model(self) if model ~= nil then model:Animate("walk") end end https://www.leadwerks.com/learn/Model_Animate?lang=lua
  4. I will sort this out...
  5. Thank you for the report. (First posts have to be manually approved to prevent the forum from getting flooded with spam.)
  6. I think I will probably end up getting rid of this requirement, and go back to using a Visual Studio property sheet where the path is stored. It's just easier not to have that information stored somewhere else.
  7. Hmmm, I don't think that is possible right now.
  8. In the model editor, File > Load Static Collider or Load Dynamic Collider, then save the model.
  9. We currently do not support Linux, so it's difficult to consider this a "bug", although I understand your point of view here. I don't have a release date for a native Linux build, but I can tell you I have never seen this much interest in Linux in my life, and not just online.
  10. 1. Most people prefer the name Leadwerks. 2. The Steam algorithm prefers the Leadwerks app ID, and will always show it more than the Ultra app ID.
  11. Podcast?
  12. If you need 4.6 it's still available:
  13. We meet each Saturday at 10:00 Pacific Standard Time to review the week's developments and discuss future plans. Join us: https://discord.com/events/1175951843118031049/1393684974539902997
  14. Leadwerks 5 can load model, texture, and map files from Leadwerks 4, but the API and shaders have changed a lot and it can't load a full Leadwerks 4 project.
  15. When a new C++ project is created, the editor will attempt to create an environment variable called LEADWERKS, if it does not exist already. The environment variable points to your Leadwerks installation path and tells the compiler where to look for headers. It sounds like maybe you clicked "No" and did not let it create the environment variable, or maybe it failed to for some other reason? See the section here titled "Environment Variable": https://www.leadwerks.com/learn/Programming?lang=cpp
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