Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. This will take some more time to figure out...
  3. Is there any way to set the size of a widget?
  4. Yesterday
  5. Is there anything special about the large wedge? Was it made using the carve tool? I tried creating a new wedge the exact same size, and that one works perfectly. If I step on your wedge, the player bounces up and down and I hear the footstep landing sound, but my own new wedge works fine.
  6. Some strange things about this: It seems to happen only with wedge shapes. If one wedge shape fails, they both fail, always. A box shape in the same scene never fails. The player bounces up and down on large ramps, but a smaller ramp with the same shape has no problems. Is this consistent with what you have seen? I think the most likely explanation is the Newton physics convex hull class is calculating an erroneous bounding box.
  7. Thanks for the detailed report, will investigate this...
  8. 1. when crouching under an object or geometry, jumping causes the controller to pass through whatever is above them. Jumping shouldn’t be possible when crouching 2. Sprinting while crouching is possible when it obviously shouldn’t be. As funny as the idea is, it needs to be patched out. 3. The code ignores the crouching speed when crouching so the player moves at the same speed regardless of if crouching or not.
      • 1
      • Thanks
  9. Hello, I've been running into some issues with the physics/movement controller and wanted to report them along with a reproducible example in hopes that we can get this fixed: Issue 1: Intermittent Physics Breakdown on Game Start Roughly every fifth or so launch of the game, the movement controller completely breaks down, and characters ignore or clip through walls and slopes. Restarting the game usually fixes it, but it keeps happening. Issue 2: Slope Handling Causes Ground State Flickering On moderately steep (but still walkable) slopes, like clipped stairs, the controller rapidly bounces between "on ground" and "in air" states. This causes jittery movement and breaks any logic that depends on a stable ground check. Steps to Reproduce: I've attached a stripped-down version of my project source code that demonstrates both issues. For Issue 1, you may need to restart the game a few times to trigger it. For issue two, just run the game and try to walk on the taller, steeper slope. Any insight or help would be greatly appreciated. Happy to provide more details if needed. Thanks! mesa - stripped.7z
  10. View File Deakon's mod Demo-Winter games 2025 A demo of a sandbox game I am working on Submitter deakon Submitted 01/18/2026 Category Games  
      • 1
      • Like
  11. 0 downloads

    A demo of a sandbox game I am working on
  12. DooMAGE

    Penultimate Pyre

    Thank you for playing Mollenkoffee! I tried really hard to create a retro-style atmosphere with concise sound design, and I’m glad you liked it. Regarding the character controller, I made a few small tweaks to the default FPSPlayer, and I feel it worked well for the kind of game I was trying to create.
  13. I just played through your game and wanted to say great job. The combination of art style and sound design creates an atmosphere that's genuinely hard to match. The character controller also felt excellent.
  14. Is that just the Visual Studio redistributable? https://aka.ms/vs/17/release/vc_redist.x64.exe
  15. mdgunn

    Penultimate Pyre

    It worked. Surprised I didn't try E before. I went back to the other room again and pressed it about 50 times in there instead. That the girders looked like more of a blocker than a usable item must have put me off. Thanks.
  16. DooMAGE

    Penultimate Pyre

    Just tested, it seems to be working @mdgunn Try to press E to use the hatch door again
  17. DooMAGE

    Penultimate Pyre

    Thank you for playing the game, mdgunn. Have you tried to come back from the tunnel you came from, and use the hatch door at the start of the tunnel? I'll playtest again just to be sure, I hope it's not a game breaking bug.
  18. Hmm, I'll have to look into this. Is it just my game you're having this issue with? I took out some steamworks stuff I didn't understand, maybe that caused this
  19. Getting an error currently. I think you only uploaded a few minutes ago so you may well be fixing, but this is what I got. I think it's just standard stuff, not really your stuff but I suppose it should be packaged with the program by Leadwerks or maybe you'd need to point people at the right stuff. Dunno.
  20. mdgunn

    Escape from Vostorg

    Skiing....sounds great. Good game though. You seemed to have got the models working pretty well. Felt like I was getting a bit stuck on geometry on the first 'pad'. Good though! Glad I tried it.
  21. mdgunn

    Penultimate Pyre

    Great game. I played until I got stuck. I couldn't figure out what to do in the place with the radio voices. Maybe a pattern to the button presses? Nothing seemed to work, probably. Tried everything I could think of, exit out is blocked so it seemed I needed to move forward but had me stumped..
  22. View File Winter Games Robot Concept A short little player controller I made! It's just a controller for now, I whipped this up in a few days, and it was fun to learn! Submitter GarlicWaffle1 Submitted 01/18/2026 Category Games  
  23. 5 downloads

    A short little player controller I made! It's just a controller for now, I whipped this up in a few days, and it was fun to learn!
  24. Last week
  25. * Moved to About This File section.
  26. View File [KoffeeKrew-Winter-Games-2025] Lyburnum "To lose a young life in these trying times is truly not an unheard-of thing." Here is a brief overview of the project. It is built using Leadwerks 5 and C++17. The code is open source and can be found here. While the repo is currently a mess, I plan to clean it up in the near future. This is my first project using Leadwerks, and I've learned a great deal over the past month. If you are having difficulty with the game, please refer to the calculations provided under the Assets section below, which may help you develop a more effective strategy. Note that these calculations are based on a single 12-hour search period. While no more than three survivors or three weapons can be found during a single search, it is possible to accumulate 30+ weapons and have four additional survivors in your party at one time. Additionally it is advisable to keep your barricade integrity above 50%, as there is a chance survivors may flee in fear if it drops below this threshold. Each survivor actively helps defend your barricade and increases the rate at which repairs are completed. This game is inspired by the Flash game The Last Stand. The project is still in active development, and there are several known bugs and placeholder assets currently in use. Enjoy, and thanks for checking out my game! Assets https://opengameart.org/content/ultimate-low-poly-guns About (Search for Weapons) First gun: 40% base + 5% per hour 1 hour = 45% 6 hours = 70% 12 hours = 100% (guaranteed) Second gun: 0% base + 3% per hour (only rolls if first gun found) 1 hour = 3% - 6 hours = 18% 12 hours = 36% Third gun: 0% base + 1.5% per hour (only rolls if second gun found) 1 hour = 1.5% 6 hours = 9% 12 hours = 18% About (Search for Survivors) 1st survivor: 15% base + 2%/hour = 39% max at 12 hours 2nd survivor: 0% base + 1%/hour = 12% max at 12 hours 3rd survivor: 0% base + 0.3%/hour = 3.6% max at 12 hours Submitter Mollenkoffee Submitted 01/18/2026 Category Games
  27. 1 download

    "To lose a young life in these trying times is truly not an unheard-of thing." Here is a brief overview of the project. It is built using Leadwerks 5 and C++17. The code is open source and can be found here. While the repo is currently a mess, I plan to clean it up in the near future. This is my first project using Leadwerks, and I've learned a great deal over the past month. If you are having difficulty with the game, please refer to the calculations provided under the Assets section below, which may help you develop a more effective strategy. Note that these calculations are based on a single 12-hour search period. While no more than three survivors or three weapons can be found during a single search, it is possible to accumulate 30+ weapons and have four additional survivors in your party at one time. Additionally it is advisable to keep your barricade integrity above 50%, as there is a chance survivors may flee in fear if it drops below this threshold. Each survivor actively helps defend your barricade and increases the rate at which repairs are completed. This game is inspired by the Flash game The Last Stand. The project is still in active development, and there are several known bugs and placeholder assets currently in use. Enjoy, and thanks for checking out my game! Assets https://opengameart.org/content/ultimate-low-poly-guns About (Search for Weapons) First gun: 40% base + 5% per hour 1 hour = 45% 6 hours = 70% 12 hours = 100% (guaranteed) Second gun: 0% base + 3% per hour (only rolls if first gun found) 1 hour = 3% - 6 hours = 18% 12 hours = 36% Third gun: 0% base + 1.5% per hour (only rolls if second gun found) 1 hour = 1.5% 6 hours = 9% 12 hours = 18% About (Search for Survivors) 1st survivor: 15% base + 2%/hour = 39% max at 12 hours 2nd survivor: 0% base + 1%/hour = 12% max at 12 hours 3rd survivor: 0% base + 0.3%/hour = 3.6% max at 12 hours
  28. Did a bit more testing. There can be a state bug involving the locked doors. If you find a door locked again that you've been through return to the computer and put all the password you know about back in and you'll find the doors you know about unlocked again. Doing these should mean you can hit the ending still.
  1. Load more activity
×
×
  • Create New...