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Spinguins - The Invasion of the Snowmen

It's finally done!   You can find it here on the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=843127624   And now i'm going to share a bit about the progress of the last few weeks, stick around if you like   I'm so glad i made it in time, there were still a few "optional" things i would've loved to add (like a final boss wave) but due some in real complications (losing my phone..) and overal internship time consumption i still managed to get quite a game here!   I am

Dragonfreak

Dragonfreak

Common Bottlenecks

Leadwerks 4.3 brings a big performance boost to your games. In this blog I am going to talk about some of the common problems you can eliminate to make your games run faster. When slow performance is encountered, it is typically one really bad mistake that is slowing everything down. Here's a few common bottlenecks for performance you can create in your games, how to identify them, and how to fix them. Shadow Updates Shadow rendering is cheaper than regular renders because no text

Josh

Josh

Winter Games 2016 - On the road again - Part 5

This is the final blog post for my game entry this tournament.   GUI I am really happy the way the GUI came together in the end. UI really isn't my strongpoint so being able to produce something doable is a great reward.   Car physics Although most car tracks can be finished with a car, it is not an easy task. The car tumbles over far to quickly. There is also a bug left were loading a new car level causes the car to glitch. Since I am reusing the same car here, I have no idea what is furt

AggrorJorn

AggrorJorn

Generating Code with Rails

In my day job I get a lot of experience with different technologies. Mostly related to mobile or website, but there is a lot of bleed over in the game industry. I've done a few Ruby on Rails applications, it's not my primary toolbox, but it has some benefits. Mostly the ease and speed of development.   I switched to using Ruby on Rails for the data management layer of my game. At the moment there isn't much data, only about 300 rows in a database for everything in the game. This is expected to

martyj

martyj

OGG Loader Update

I've updated the OGG loader with some code from Roberto14 and my own implementation of the ov_open_callbacks() function: http://www.leadwerks.com/werkspace/topic/15538-corrupt-or-missing-data-in-bitstream-continuing/   Both Robero14's and MartyJ's code was extremely useful in figuring this out.   This version may load a greater variety of OGG files successfully. Let me know if you find any problems.   Update is for Lua executables, for Windows only at this time.

Josh

Josh

Steam devblog #1 - Release date, coming changes and more.

Hey gents!   First and foremost, I would like to apologize for my lack of updates the last week, personal life took a big hit and I got extremely busy, but rest assured that updates for the game will follow as soon as possible since I now have time to focus on it.   So what have I got planned?   First piece of news is the upcoming 0.4.5 update, it will launch sometime after the next engine update. Most important features of that update are:   -Performance boosts. (Thanks to the way l

lxFirebal69xl

lxFirebal69xl

Beta update available

A new build is available on the beta branch. The editor and Lua executables are updated, only on Windows at this time. Everything is updated, including the beta branch of Game Launcher, for Windows and Linux.   I believe I have fixed the crashing in the new light management code. I also added a small optimization that checks if a moved light has the same 4x4 matrix it did at the time of the last shadow render. This makes it so if you are standing still and nothing is moving, the flashlight

Josh

Josh

Beta update available

An update is available on the beta branch on Steam. This only updates the compiled executables for Lua, only on Windows. Optimization I've rewritten the way lights and objects affect each other. In the old mobile renderer it was necessary to store a list of lights that affect each entity, because it was using a forward renderer and had to send the information for the nearest four lights to the object's shader to calculate lighting. This was a complicated task and is not needed with a defer

Josh

Josh

On the road again - Part 4

I have uploaded a new version containing save games and some improvements regarding restarting a level, going to back menus etc.   Saves Every time you finish a level, a property is set to keep track of the levels you finished. Only downside when using the launcher is that this will only get set, when the game is closed. So when you finish 4 levels, it will not become clear you finished these levels until after you have restarted the game. But still a pretty nice feature to have.   Track

AggrorJorn

AggrorJorn

4.3 beta update available

A new update is available on the beta branch on Steam. I've merged the OpenGL2 and OpenGL4 graphics driver classes into a new class called simply "OpenGLGraphicsDriver". Everything should work, but let me know if you find any behavior changes between 4.2 and this new beta.   OGG support has also been added, thanks to MartyJ's help. The following header search paths must be added to C++ projects: ..\..\Source\Libraries\libogg\include ..\..\Source\Libraries\\libvorbis\include ..\..

Josh

Josh

Ball Hopper (Winter Game Tournament 2016)

I've finished the main concept of my game "Ball Hopper", which you can play at http://www.leadwerks.com/werkspace/page/viewitem?fileid=831630240   It was inspired by CS:GO surfing and the Impossible Game and your goal is to reach the checkpoints and get to the end. Checkpoints, for a lack of a better word aren't what you'd expect of them. They're really just points that you need to touch to be able to finish the level. Some level end points are right at the start, so would be a bit silly if yo

Brutile

Brutile

Winter Games 2016 - On the road again - Part 3

Instead of spending more time on getting the car to work properly, I added in a simple ball real quick and to be honest: I like the faster gameplay a lot more. What do you guys think? I do miss the ghost cars, so those will definitely come back.   I have updated the game in the launcher. http://www.leadwerks.com/werkspace/page/viewitem?fileid=821020417

AggrorJorn

AggrorJorn

Workshop Store Updates

The Workshop Store interface has been updated. These changes will go out to the in-editor store interface soon.     Clicking on the "Buy" button now opens the item directly in the Steam client, so you no longer have to log into the Steam website. No credit card is needed if you already have one on file in your Steam account.  

Josh

Josh

Leadwerks Game Engine 4.2 Released

Leadwerks Game Engine 4.2 is now available on Steam. This update adds new features to make game development easier than ever. The free update goes out today to over 10,000 paid users on Steam.   Version 4.2 integrates analytics into Leadwerks games with a free gameanalytics.com account. This allows developers to view statistics on player behavior and identify any trouble spots their game might have as players progress through levels. By viewing a summary of all player behavior, developers

Admin

Admin

Three ways you can polish your game, without programming

In this blog I want to talk about some cheap and easy ways to give your players a deeper more memorable experience, without touching a line of code. Voice Acting Games have used off-screen voice actors for years to add character, tell stories, and create a setting with minimal investment. A good voice actor will give enough texture to the backstory that the player will make up the missing pieces in their own imagination. All it takes is a microphone and someone with a nice speaking voice. 

Josh

Josh

Update available

A small update is out, on all branches, that fixes the vehicle wheels not being positioned correctly: http://www.leadwerks.com/werkspace/topic/15405-problembug-with-vehicles-cars-wheels-dont-move-since-update-4-2

Josh

Josh

Automate your social media accounts with the Steam web API

Keeping your social media accounts active with screenshots, videos, and updates is important, but as an indie developer you probably don't have time to post on there every day. In this blog I will show you how to easily automate your social media accounts so that a constant stream of new content is going out to your fans.   First, you will need to create a free account with dlvr.it. Connect your social media accounts to it. Facebook, Twitter, and Google+ are the important ones.   Now you

Josh

Josh

Winter Games 2016 - On the road again - Part 2

Here I thought that I would be done with my entry in no time. Finetuning everything turned out to be a pain to be honest. Luckily the GUI was set up rather quickly and most of the game state switching worked almost instantly.     Tired of the tires The real time consumers came when suddenly my tires wouldn't update with the vehicle. Spend a good time trying to figure out what I was doing wrong, but eventually just decided to leave it until the very end.   Analytics I added Josh's ne

AggrorJorn

AggrorJorn

Anatomy of a Bug

The model editor animation bug was the second-worst bug to hit Leadwerks Game Engine in all its history. Reported multiple times, this would cause animated models to discard triangles only in the model editor, only on Linux. http://www.leadwerks.com/werkspace/topic/10856-model-editor-freaks-out/ http://www.leadwerks.com/werkspace/topic/12678-model-animation-vs-flashing-bodyparts/ Since our animation commands have worked solidly for years, I was at my wits' end trying to figure th

Josh

Josh

Using analytics in your game

As noted previously, Leadwerks 4.2 now support built-in analytics. To enable this in your game you need to create an account at www.gameanalytics.com and create a new product. You can find your keys on the Game Settings page.     At the beginning of the main lua script, some code has been added to initialize analytics. By default this is commented out: if DEBUG==false then Analytics:SetKeys("GAME_KEY_xxxxxxxxx", "SECRET_KEY_xxxxxxxxx") Analytics:Enable() end   Uncomment this

Josh

Josh

Leadwerks Game Engine 4.2 RC4

A new build is available on the beta branch: Fixed animation bug found by tumira Multiple animations will now be a bit faster. Fixed probes not rendering bug found by reepblue   If all is good this will go out on the stable branch this Sunday.   The beta testers have done a great job. Thanks for your help!

Josh

Josh

LW: Prologue - Uncut Update in the works

Hey!   More stuff will come in the next version, my objective is to improve the Prologue to use as a demo for a Greenlight campaign to the next chapter. Much of the work this week (besides fixing stuff) was to detail the scenes a bit more to help you guys understand the water flood and how deep the water is.   I removed the cars of the starting area, because floating cars in that place makes no sense.   You can now even see the noisy bird (what a time to be alive!)   The water in the

DooMAGE

DooMAGE

Leadwerks Game Engine 4.2 RC3

A new build is available on the beta branch: Fixed character controller physics. Added SSR effect in AI & Events maps. Renamed "Advanced FPS template" to "FPS template". Toned down specular reflection on crawler skin. Updated syntax highlighting for new commands. Fixed quaternion Slerp function creating nan values with GCC release build. Fixed Linux mouse down/hit bugs.

Josh

Josh

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