I'm working to add weapon switching to the player script. A weapon in the map consists of two important parts. First, you need a pickup weapon that tells the player they have a certain item. Second, you need the visual weapon that is displayed onscreen, along with the various settings that make that weapon unique.
It's a simple thing to program, but I'm trying to make it as easy as possible for the user to manage, so people can add new weapons and have them work with no tinkering and adju
Based on the excellent sales of the SciFi Interior Model Pack, I was able to get a deal to sell a new pack of high-quality first-person weapons. The following items are included:
Pistol
Combat shotgun
MP5 Machne Gun
M4 Rifle
Grenade
Machete
Weapons are included as animated visual weapons, and as models that can be placed throughout the map to pick up.
Instead of just distributing raw models, I want to offer game-ready items that can just be dropped into your g
Not too much in terms of visible gameplay has been accomplished (a lot of backend stuff and still doing level design ).
Anyway, the game is starting to take shape in terms of setting up for more gameplay. The level design is important to me because the patrol routes of enemies and such need to be calculated in order to provide sufficient coverage so that it isn't too easy to grab items.
Respawning:
Items respawn using a region based system. Different regions will respawn after a cert
Lets Try Again
A few months ago I started making a Lua based GUI system. It was going well until life happened. This last week I attempted to add more features to it so I could use it in my Halloween contest entry. Knowing more lua now than I did then I realized how much of a mess it was. I scrapped the gui completely and started over. The following is some technical changes and observations I made as I rewrote it. Hopefully someone on the internet finds it insightful.
The first thing I tac
While having a small set of fairly simple tables you could properly get away with using
Leadwerks::Interpreter::NewTable();
size_t top=Leadwerks::Interpreter::GetStackSize();
Leadwerks::Interpreter::PushString("Key1");
Leadwerks::Interpreter::PushString("Value1");
Leadwerks::Interpreter::SetTable(top);
Leadwerks::Interpreter::PushString("Key2");
Leadwerks::Interpreter::PushInt(5);
Leadwerks::Interpreter::SetTable(top);
(ect)
But it's really rather bothersome and hard to read an
Hello hunters!
There is a new update for the Hunt For Food that includes some exciting new features as well as a couple of important bug fixes. I will place the change log at the bottom of this blog. I have been having issues with my original Hunt For Food map for a very long time so I decided to go in a new direction.
From now I will be working on procedural maps for Hunt For Food instead of static ones. There are many benefits to doing this including - every map will be different, I
Since it's not a competition, I'm actually going to enter the game tournament and publish a simple game to the Workshop. The game will be a third-person corridor space shooter like Starfox in which you simply shoot and dodge meteors. There are two types of meteors flying at you; red ones can be shot, whereupon they break into smaller pieces that can still damage you. Gray ones cannot be shot, and must be avoided. The longer you live, the more points you get, and it just gets progressively ha
Well after a long time of developing Hunt For Food I finally have something you guys can play!
Along with the game I have made an instruction video that will guide you through potential encounters and show you the basics. I will also attach some written instructions to this blog. The game is rather big right now so it will take up to 4+ minutes before it is loaded.
So go Subscribe to it on the Steam Workshop and then open Leadwerks Game Player to check it out!
Any feedback would be
I have been working on a simple laser deflection game that dynamically creates geometry-based beams that automatically calculate deflection, bounce angles, and allow the player to rotate deflectors to guide the beam to the goal. As I familiarize myself with the Leadwerks API, I thought I might share my experiences and code examples here if anyone is interested.
Please let me know if this sounds interesting and I will continue.
Here's an example of something called "derivative works" which is something the Leadwerks Workshop on Steam allows us to do.
Shadmar uploaded a model from Leadwerks 2 and added some special effects to it in the Workshop here:
http://steamcommunity.com/sharedfiles/filedetails/?id=312811332
I subscribed to the item, and used the model and sound to make my own Workshop item here:
http://steamcommunity.com/sharedfiles/filedetails/?id=312846032
When you load my item up in the editor
Directional lights now allocate shadowmap stages in a different pattern. At medium and high lighting quality, a 4096x4096 texture will be used. I have no evidence for this, but I suspect this will be more reliable than creating a 8192x2048 texture. The directional light shader has been modified to read shadowmaps in this new pattern.
The Texture::RG format has been added to the supported texture formats. This uses 2 bytes to store red and green channels.
Terrains use a large amount o
A new update is available with the following changes:
Player collision against terrains is now working really nicely. In general, the player controller has become very solid and accurate. It's also quite a bit faster than before.
An experimental feature lets you make CSG brushes the child of another object and check a "shape hint" option in the physics properties. This will use any attached CSG brushes to build a new compound convex hull for that model. This is best used to make pref
Random Bablings About the Project I'm Working On
The Journey Here
Ever since I bought Leadwerks I have been making the same game. It's games objective has morphed many times since. It started out as a stand clone of a survival mode mod for Left 4 Dead 2. The players would be stuck in a secluded area with no way to escape. Zombies would come in waves and the player would be able to fortify their location. As time went on these locations became bigger and bigger. I started to have levels w
I update to latest version of Newton and did a lot of work on character physics.
All collisions below the step height will now be ignored, regardless of incline.
Character collision in general is much more stable and accurate.
Terrain collisions now work properly.
Character collisions using an adaptive method that will be much faster overall.
Opt into the beta branch on Steam to get the update. If you're using Lua, be sure to update your project to get the latest EXEs.
Video Link -
Hi Leadwerks Community!
I finally figured out how to make a blog so this will be my first blog regarding my almost completed project The Hunt for Food. Take a look at the video and give me some suggestions if you have any. This game will be added to the Leadwerks Workshop on Steam soon.
Some info about the Game in general -
This is a primitive survival game where you have to use your environment to your advantage. There are no guns. There is no giant backpack
Following completion of their successful Kickstarter campaign to bring Leadwerks’ game development software to Linux, Leadwerks has announced the release of Leadwerks Game Engine for Linux on the Steam distribution platform. This provides Linux users with a powerful tool to easily create their own 3D games.
Over the last year, Leadwerks has focused on desktop Linux as a platform for creating and playing games. For many users, Leadwerks provides the last missing application they need to mov
So, I'm creating a blog to show how I'm approaching certain things (maybe this will be helpful to some people?).
Stealth:
This is a set of features that I wanted to go all out on, so that's what I'm doing right now.
Shadows: Someone asked about how to implement shadows, and Josh gave a simple answer (kind of made me feel dumb lol). Anyway, the implementation for my game works for directional lights (the sun) right now, but it should be easy to extend to other lights if I cho
A new update is now available on the default (stable) branch. For a list of improvements and fixes, see my blog and the bug reports forum:
http://www.leadwerks.com/werkspace/blog/1-joshs-blog/
http://www.leadwerks.com/werkspace/forum/80-bug-reports/
If you purchased the sci-fi DLC, the example maps will now be automatically copied into your "MyGame" project, making it easier to find them.
If you would like to trade your standalone registration key in for a Steam key, so you can get ac
Last week we’ve been in cologne (Germany) at the gamescom, a trade fair for video games. I’ve talked to a few publishers gathering information on strategies to distribute a game on the world-marked, payment system providers for game and in-game purchases and last but not least, advertisers. They gave us quite a bit of information brochures, haven’t had a chance to read through it yet. After all, the most important aspect was getting some contacts into the game industry, which we seem to have now
In the midst of my late night insomnia set on by inspiration and excitement, I read the talk “AI is possible .. but AI won't happen: The future of Artificial Intelligence” by Mark Humphrys.
http://computing.dcu.ie/~humphrys/newsci.html
This is a great read for someone interested in the current state of AI. It’s far less impressive than someone might hope, but far more realistic. In summary, when computers were invented people generally believed we had the tools to create brilliant artifi
A new map called "09-Change Map.map" has been added to the example game. This demonstrates how to use the new TriggerChangeMap.lua script to make your player progress from one level to the next.
In order to use this script, you must update your project with the new executables. Select the File > Project Manager menu to open the Project Manager, then press the "Update" button to update your project.
A new chunk of code has been added to App.lua to handle map changes. This code will
A new update is available on the beta branch on Steam.
Pistol script bug fixed
A recent change in the way particle emitters are updated was causing an error where one-shot emitters would automatically release themselves while the engine was iterating through the list of emitters, causing a crash. This has been fixed.
You must update your project to get the new binary. Open the Project Manager and press the Update button to update.
Game Player Enhancements
The Leadwerks Game Playe