Jump to content
  • entries
    51
  • comments
    106
  • views
    31,220

About this blog

A blog where I talk about anything relating to Leadwerks, and then some.

Entries in this blog

6 Reasons You Should Use Ultra Game System

Back in July, I set out to create a base for creating a version of Cyclone with Ultra Engine. I've gotten a lot of feedback from the release and started to conceptualize ideas on how to prevent or limit on making the same mistakes. One major goal I had was to compartmentalize the system. This should just exist on it's own and game code should just lay on top of this. This was possible thanks to the event system which cuts down on the number of pointers that need to be passed. Components can

reepblue

reepblue in Code

Going Forward With Cyclone And Ultra Engine

With the new engine coming along and me noticing limits with Cyclone's current architecture, it's time for me to start thinking about the mistakes I've made and how would avoid repeating them with the new engine. Luckly, Ultra Engine is far more flexible than Leadwerks thanks to smart pointers and the event system. I wish to share some of my plans going forward. Log, Log, Log Everything! I personally never look at my log files. I instead look at the CMD output and the debugger to see w

reepblue

reepblue in Code

Where Input Has A Name

I've spent the last few months pressing buttons, clicking joysticks and shaking my computer mouse to solve the solution input for Cyclone. Back when it shipped in June, I've created a system that allowed users to assign keys to actions, in which the game would detect as input. My player code never knew what button was pressed; it just knew what action was caused. This is very similar to how Steam Input works. There were a few flaws with my original system. Some of which didn't surface until

reepblue

reepblue in Code

Leadwerks + FMOD Studio

Cyclone was shaping up visually, but I was getting feedback about the sound implementation not being so good. I previously created a script system that defined all my sounds under profiles. This was a step in the right direction and made it easier to tweak sounds without recompiling code. However, no matter how much I played with variables, I never was able to satisfy the complaints.  After I showcased my first gameplay trailer, I decided to finally sit down and really understand FMOD. I wa

reepblue

reepblue in Code

Level Transitions

Level transitions are the old school way of getting your player from one map to another. Here I implemented a system much like HL2. Not much else to say, but I should be ready to talk more soon. (Hopefully!)   

reepblue

reepblue in Code

Creating a Stable Foundation - 5 Years In The Making!

In late 2014, I made the bold decision to focus less with Source Engine mods and pick up an actual engine I could use without legal conflicts or worrying about knowing the right people. At the time, it was like all other options were telling me to forget everything I've picked up through the years of making popular maps and mods and learn something that's completely unique to their software. CSG tools were declared too uncool, and any engine that was nice enough to support it enforced that any a

reepblue

reepblue in Code

×
×
  • Create New...