And they're being trolled by a certain someone. Why can't he leave things alone.
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Show posts MenuQuote from: Armageddon on Fri 18/10/2013 23:11:08It sounds like Adore might be made proprietary though.Quote from: DoorKnobHandle on Fri 18/10/2013 14:17:44I don't want that start up logo though. I hope Adore gets finished soon, with whatever game was being made with it.
The free version of Unity3D has no watermark (just a very short and unintrusive logo when the game starts). It does not export to several more exclusive platforms (consoles and mobile) but still does allow Windows, Mac, Linux and in-browser play. Considering that you get an extremely powerful engine for absolute free I think that's very, very hard to complain about.
Quote from: Calin Leafshade on Sat 28/09/2013 17:41:11Is the ADORE going to be still made available at all?
Hello!
A lot is happening on the Adore front in a rather circumspect way.
I can't reveal too much but the technologies in Adore are currently being adapted into an engine that will power a game by the team that gave us one of AGS's most successful releases of the past few years.
After the project is officially announced I will go into more detail on the specifics of the engine.
Quote from: Calin Leafshade on Thu 11/07/2013 18:02:12Maybe you could exchange notes with Clarvalon about it?Quote from: dbuske on Thu 11/07/2013 14:04:21
Will Adore have the same way of scripting. Meaning the connection between the editor and scripting.
The editor and the scripts will be less connected than AGS because events and stuff dont need to be tied to hotspots, they are simply overridden from the base class.
Quote from: miguel on Wed 10/07/2013 10:50:21LOVE has a built-in particle system: http://love2d.org/wiki/ParticleSystem
Tween, Paralax, Vectors and Particule effects...Native.
Please.
Quote from: Calin Leafshade on Mon 08/07/2013 22:04:53What is love? Baby don't hurt me, don't hurt me, no more.
Am I to take it that you know something about love? Tell me, what is love?
But yes, that is my initial plan.
Quote from: Calin Leafshade on Mon 08/07/2013 21:47:41Planning on using .love files attached to the EXE then?Quote from: Scavenger on Mon 08/07/2013 21:39:51
Will there be some way to pack those folders into a resource file or something? While loading PNGs from folders is all well and good and easy, it does make a huge mess of the directory, looks horribly amateurish, and allows people to just pick up the resources and walk off with them, or easily edit them. And, well, I just don't like huge directories of resource files.
The data files will be attached to the EXE file much like AGS when you do a "release" compile but most of the time it'll just load the files from the directory tree. Of course the assets can still be extracted with relative ease. I'm not going to bother with encryption or anything.
Quote from: Crimson Wizard on Mon 08/07/2013 10:40:40Honestly, I was just thinking of something along the lines of:Quote from: Sslaxx on Mon 08/07/2013 10:29:34What kind of message do you have in mind?
Yeah, dunno where this one stands, or if it's a good idea at all (probably not), but maybe QuitGame could be extended to give a message on exit?
QuitGame (0, "Your message here");
Quote from: CaptainD on Mon 08/07/2013 10:06:44When Calin says Lua, he means LOVE 2D. So it should (nominally) be cross-platform as LOVE 2D is.
- would it have cross-platform support?
Quote from: Calin Leafshade on Mon 01/07/2013 19:05:24Any plans to post about Adore (assuming you're planning on releasing it, of course) on the LOVE forums?
I imagine a lot of games would have logic to disable the shaders if they weren't supported. That's not yet implemented in Adore. Having said that, it only uses GLSL 2.0 I believe which is very old.
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