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Thirsty Panther

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  1. Wouldn't "Esperanza Base" be a better name? Gives it a little intrigue to the name.
  2. I thought he was making Astrocuco. Sorry, I'll show myself out.
  3. The Epic terms are reasonable. Its just a pain to get them into LW5. I load them into unreal. Then export as a Gltf and then import it back into LW5. You may: Use the assets commercially or privately Modify and adjust the assets in order to incorporate them into your Projects Commercially distribute your Projects with the Fab assets incorporated into it Use the assets with any compatible tools (usage is not limited to Unreal Engine) Share the asset (directly, via a private repository or in the Project) with your collaborators that are working on the Project with you You may not: Resell or redistribute the asset for free on a standalone basis or allow others to do the same
  4. Nice work. Are your prefab assets from Quixel Megasans? https://www.fab.com/listings/a984aac1-d20f-4232-8ce8-212e1695aaf6
  5. These are good and I had no problems making similar in LW4, but I've spent hours trying to make similar in LW5 but without success. That's why I asked for some examples.
  6. Would be nice if we had some example particle emitters. Currently we only have the default smoke emitter. The documents on particles is limited. We have "CreatParticleEmitter" with a code example to give us the default smoke emitter. The only other documented feature is "SetParticleVelocity" which leads to a 404 for both Lua and C++. Since Particles are being promoted as a feature of LW5 with real-time editing, emission volume shapes, animation sheets and velocity based directional particles, it would be helpful to give an example of these.
  7. Love the art style in this. What are your World settings ? If you don't mind sharing.
  8. All good here.
  9. I had the same issue. It went away after a while but I get an "Authentication failed" error when I tried to log in.
  10. Josh changed his mind. Leadwerks 5 has recognition with the public and Steam will favor it over a new named engine. You can check out the weekend workshops which explain it in more detail.
  11. I love the asset browser in LW5. Being able to select a texture or model and have it automatically populate it into your game is fantastic. I was wondering if there was a way to get it to retrieve data from an external hard drive? I have tons of textures, sounds and models stored on a hard drive and importing it into my game is a pain. I copy something across, a texture for example, then find its not the one I want. Then I have find another one. Copy it across and hope its the one I want. If we could have the asset browser load thumbnails of all the textures on the hard drive it would make life so much easier. Just a thought.
  12. You're fine Reep.
  13. Just watched the latest workshop video on the naming of UltraEngine. I get Josh's concern in that new things are not taken seriously in modern times. Movies are remakes, music is bland and books lack originality. UltraEngine itself is not a bad name. It does, however, sound very similar to the two major Game Engines on the market . Its much better than than Turbo engine which was also considered. Leadwerks does have a history which gives it credibility. People have heard it before and know of it pedigree. The other big advantage of Leadwerks is that Steam rates it highly. I think in was in one of the weekend workshop videos where Josh explained even thou UltrEngine had 96% approval rating Leadwerks was still preferred over it. I like the name suggested in the comments of the weekend video. Leadwerks Ultra. A new improved imagining of the the trusted Leadwerks Engine. Reworked from the ground up to be faster in every respect. Your games can have more characters, more animations more objects without the slow down. A royalty free license which means all the money you make stays with you (handy if you develop the next Minecraft). Develop VR games without the motion sickness. etc.
  14. I think most of them lend themselves to being components. Things like health kits and ammo boxes for example. The advantage of this approach is that if the user is not that interested in learning "programming" then they can just add the component and move on. For others who do want to expand their programming knowledge a fuller explanation of how you developed the component would be helpful. They could then alter or modify them for other purposes. There are others that I think would benefit from a fuller explanation. Inventory and crafting systems, I think, would be hard to do as a single component and would require a "how to code" approach.
  15. I cant take all the credit for the gameplay ideas. I trawled thru an old Leadwerks topic where everyone was requesting what they wanted a tutorial on. I didn't ask for any 2D tutorials as I think Ultra Engine's strenght is in 3D.
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