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Here is how game scripts can be tested seamlessly in Wicked Engine Editor:

11,851 görüntüleme • 1 yıl önce •via X (Twitter)

7 Yorum

Necip Demirbuga profil fotoğrafı
Necip Demirbuga1 yıl önce

Since you worked at Playstation how similar is your engine to the PhyreEngine and will it ever be available for Mac?

János Turánszki profil fotoğrafı
János Turánszki1 yıl önce

I never used the PhyreEngine and Mac support is not planned currently.

Abduce profil fotoğrafı
Abduce2 yıl önce

Enjoy a daily word puzzle game with a picture twist! Available now on iOS

NicoRTX「🎨」 profil fotoğrafı
NicoRTX「🎨」1 yıl önce

The engine’s interface feels a bit odd. Maybe it’s just me, but I don't understand the current "content browser". Why not go for something like UE5, Unity, or Godot’s browsers? They’re way more intuitive and smooth to work with.

János Turánszki profil fotoğrafı
János Turánszki1 yıl önce

I'm working on it mostly alone so don't really have time to implement everything that's in other engines. I'm adding what I need at the moment, but improvements by others can be made too.

Aleksandr profil fotoğrafı
Aleksandr1 yıl önce

I believe a script can be part of another script(one scripts populates actor/entity which in turns has its own script to be controlled by). But you do have preview of a script in content browser. You smhow distinguish between scene/level lua scripts and others?

János Turánszki profil fotoğrafı
János Turánszki1 yıl önce

These are the last used scripts that are opened by the user. If a script calls an other one, that will not be shown here.

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