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  1. Yesterday
  2. https://www.leadwerks.com/learn/booleanops
  3. The Scene class members Save and Load are not in the documentation because the feature did not make it into the final version. It's not a supported feature for now.
  4. aiaf

    Nerva

    View File Nerva In Nerva, two powers collide across the battlefield. Players must expand their influence by capturing neutral territory, strengthening their positions through geometric connections, and hunting for the enemy’s hidden King. Strategy is key: do you spread thin to find the King, or build a fortified tower that cannot be breached? Submitter aiaf Submitted 01/10/2026 Category Games  
  5. aiaf

    Nerva

    3 downloads

    In Nerva, two powers collide across the battlefield. Players must expand their influence by capturing neutral territory, strengthening their positions through geometric connections, and hunting for the enemy’s hidden King. Strategy is key: do you spread thin to find the King, or build a fortified tower that cannot be breached?
  6. I understand: another editors can save animations in glb files, but an internal editor cannot.
  7. When I save changes to a glb file using the internal editor, it gives the message:
  8. I would like the grid to be displayed in the model viewer, to have as a reference when moving a model to the center of the world, above it and things like that, it would be a visual reference
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  9. Leadwerks will load animations from glTF files. You can open the glTF file in another program to see if animations are included.
  10. There are several suggestions for adding features to the editor: 1. The ability to change the grid colors in projections (as in Leadwerks 4). 2. The ability to detach projection views from the main window, for example, to place them on the second, third, etc. monitor. 4. I did not find an opportunity to apply subtractive geometry (as in Leadwerks 4) 5. I missed point 3. Sorry . Thanks for attention.
  11. I use assets from Unreal Engine 5 as a source for static objects. In this case, you can limit yourself to completely free asset sets, or you can purchase assets you like; fortunately, the Unreal Engine Marketplace offers a huge number of excellent assets. Unreal Engine has a poor saving of objects in the FBX format. The objects it creates come out without materials, which is very bad. I have to save objects in the GLB format (fortunately, Leadwerks 5 can load objects from this format). However, in this case, animations are not saved in the asset; at least, Leadwerks 5 cannot load animations from this format. However, the resulting static objects are cool, perfect for decorating your game levels. Furthermore, in Leadwerks, you can create collisions for such an object, making it a functional addition to your game. As I mentioned above, Leadwerks 5 can load both formats: FBX and GLB (GLTF). But animations can only be in the first of these. I'm not sure if this is a format limitation, or if @Josh hasn't finished the loader yet, but that's the current situation. I hope @Josh can clarify the situation. However, Leadwerks 5's native format is MDL. Therefore, it makes sense to use the engine's internal converter to convert every object used in the game from the above formats to MDL. Not only you can save added object collisions in MDL, but objects saved in MDL load faster. If you have any other art sources, please share them in the post below. I'd be very interested and helpful. And it would be really cool!
  12. An amazing intangible idea embodied in a tangible marketing charity campaign for the work of mastering the value of programming and modeling embodied in the value of man as a creator. [Яндекс Translator is used]
  13. Josh

    Bazzite

    All your games run on Linux:
  14. Last week
  15. Scene::Save and Scene::Load seems to be not working.
  16. One of the main challenges for a solo video game developer is art. It's no secret that any game, even a tiny one, needs hundreds of megabytes of images, models, textures, music, sounds, video installations and other digital data to make game worlds interesting, exciting and entertaining, sometimes funny, sometimes scary, but always emotional. And since a solo developer works alone, he has to create all these digital things himself. When you work in a team where all the roles are distributed, you can do the most interesting thing for you, for example, programming, and let your colleagues do other, more boring things. But an indie developer is deprived of such a privilege, but he has the entire vision of the project at his disposal. For our specific case of participating in a gamejam, you can use additional services. I'm not calling for buying art for evergreen dollars. Especially at the beginning of the jam @Josh allowed us to use any art on the condition that the license for it would not be violated. I want to share some very cheap or completely free art sources that I use to develop my game. To create dynamic objects: characters, enemies, NPCs, I use a well-known website Mixamo.com . It can be used completely free of charge. On the Characters tab, select the prepared character, then on the Animations tab, select the desired animation for it. Ready! The character is animated! Now you can download the character along with the animation to your computer in FBX format (using the Download button). On Mixamo.com dozens of characters and even more animations have been prepared. In addition, you can create additional two-legged characters in Fuse, which can be downloaded for free on Steam. Please note that the skeleton in Mixamo is intended only for bipedal upright characters.
  17. https://youtu.be/kTVZ2PfCHk8
  18. Josh

    Get an Object

    The scene object is passed in the script Load function. You can get the navmesh there.
  19. OK, I'll consider this file. How can I get a map from the file? While I'm reading the source code I see that Map and Scene are the same.
  20. I don't remember what caused the file to break. I'm just letting you know so you know.
  21. Hi, I cannot investigate this unless there is a reliable way to produce the error.
  22. Josh

    Get an Object

    Navmeshes are stored in the scene. See the Monster script for an example.
  23. this transformation does not work: mesh = NavMesh(nav_mesh)-- nav_mesh is Entity, but NavMesh s = type(mesh)-- s = nil
  24. Yesterday, my map file suddenly got corrupted. The editor crashed when I loaded it. Git saved my life.
  25. @Josh Unfortunately, the documentation for the Scene class is very short. There's only one example for the LoadScene method. When running, it produces an error: This example shows how to create a Scene object in code, but the question remains: how to retrieve it from a map file, which was created in the editor? Scene:GetEntity is described well. Is the UUID always unique? Does it never change? How is it generated? Is it some kind of COM identifier?
  26. I'll try later
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