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Game Launcher release plan

Since the community has done their part and we are approaching 100 game, it's almost time to take Game Launcher out of early preview mode make it a full release. When it becomes a full release on Steam the number of people playing your games will go up, a lot.   There are still some odds and ends in the interface to finish up. The thumbnail loading routine needs to be improved. There are some changes that need to be made so it will work better with Big Picture mode. So I am aiming for a re

Josh

Josh

Leadwerks Game Engine 4.2 RC2

A new build is available on the beta branch: Reverted to Visual Studio 2015 for final release. Information on downgrading your 2017 projects can be found here. Added soft particle shader. Added smoke and soft smoke particle prefabs. Added SSR post-effect (by Igor, Shadmar, and myself). Added trigger material and updated doors example map.

Josh

Josh

Visual Studio 2017: Not Ready

A release candidate for Visual Studio 2017 was released in November. I took a chance that the final release would be out in December, but it isn't here yet. Releasing Leadwerks 4.2 built with VC 2017 could possibly cause the program to not run on some computers, because the Visual Studio 2017 redistributable is not out yet, and there is no option yet to make this part of the installation on Steam.   Because of this, I am going to release Leadwerks 4.2 for use with Visual Studio 2015, and upg

Josh

Josh

Offroad Racing Game Template

I'm putting together ideas for a racing game template to add to Leadwerks. We already support vehicles. The challenge is to put together that looks and feels slick and professional, like a real game people want to play. The finished demo will be submitted to Greenlight, GameJolt, IndieDB, itch.io, etc.   Gameplay First, I wanted to think about what style of racing I want this to be. I don't want street racing because it's kind of boring, and the level design is more involved. I don't wan

Josh

Josh

A bit about me & My winter tournament entry

Hello everyone!   This is my very first blog ever and hopefully it's all readable!   So, lemme introduce myself a bit I'm Dragonfreak and my real name is Dion, i'm still pretty new to this community. (joined late spring if i recall correctly) I study gamedevelopment, i'm in my last year (Due some school issues it took 1 year longer than intended) i already passed my exams thanks to this awesome engine! (I keep recommending it to anyone that ask for a good engine) Currently i'm in my 5th

Dragonfreak

Dragonfreak

Leadwerks 4.2 Release Candidate

A full update is available now on the beta branch.   Leadwerks Game Engine 4.2 features: Visual Studio 2017 support Compatible with the latest C++11 / GCC on Linux Refraction and heat haze effects. Analytics through gameanalytics.com New animation commands Spotlight texture: you can add a material to a spotlight and the first texture will be rendered onto the light (for flashlights). New material blend mode can be used to make objects that only appear in editor.   An

Josh

Josh

Steam client update for Workshop Store

A Steam client update has gone out which improves the checkout process in the Leadwerks Workshop Store. When the user clicks the "Buy" button in the editor, the item will now be opened in the Steam client for purchase. You do not have to log into the Steam website with a browser to purchase Workshop items anymore.   You must opt into the beta branch of Leadwerks for this behavior to work. This will be the default when 4.2 is released.   More information here: http://store.steampowered.co

Josh

Josh

Unified Network Code

I though it would be best to share a lesson that I've learned while working on the networking aspect of my game.   In my game I use C sockets for network code. The server side is written in Golang. With game networking, you can't really use JSON as a data layer as the performance hits for serializing and deserializing data are too big. So the best option is to write out your data in a "file" struct format.   My game has a few types of structs.   PacketHeader, PlayerPosition, PlayerInit, Pl

martyj

martyj

Winter Games 2016 - On the road again - Part 1

Finally done moving to my new house and today I got my computer setup again. And as a start, I thought, lets give it a go for the winter games tournament.   It is a little racing game where the tracks gets randomly generated on the given seed. I think I will call it "On the road again", named after the song and because of the fact that the level generation allows you to skip parts of the track if you simple fall down on the track below you.    

AggrorJorn

AggrorJorn

Ludum Dare 37 (and Ludum Jam)

Ludum Dare 37 starts in 12 hours (as I type this)   http://ludumdare.com/compo/ https://ldjam.com/   Most of you probably know (I think), but Ludum Dare is a game dev competition where you have to complete a game in 48 hours from scratch (no externals assets I think).   The JAM portion of the event is a bit more relaxed and gives you 72 hours (if my memory serves me right - I really should check the rules) You can use external assets (I think - again I should have checked the rules befor

mdgunn

mdgunn

Dev Stuff

I've been working to upgrade Leadwerks to the latest Newton Dynamics 3.14, and I want to change it so the engine imports Newton as a DLL. This will allow the Newton developer to debug some of my applications when needed.   World Factions has raised an important bug / issue and this the best route to solve it.   I've been tinkering with some improvements to some of the physics stuff with promising results, but it needs more work and I don't want to say anything else about it yet. If I can g

Josh

Josh

Leadwerks Winter Games Tournament 2016

At last, it is time for the 2016 Leadwerks Winter Games Tournament! This is going to be a big one, for a few reasons. We're very likely to reach 100 games in Leadwerks Game Launcher, which means it will be ready to move out of early access mode and be an official release on Steam. As an experiment, you're getting two extra weeks to polish your games, with an extended deadline lasting until January 15th.     WHEN: The tournament begins Monday, December 5, and ends Sunday, January

Admin

Admin

Blender Cloud 50% Off Cyber Monday Only

Blender Cloud 50% Off Cyber Monday Only   https://cloud.blender.org/blog/   For about 15 euros (think it was about 12UK pounds) you get 3 months access to Blender Cloud.   This gives you access to some decent Blender training videos and some rigged blender characters but also quite a large selection of good quality textures which from what I could gather are CC-0 licensed (no credit even required). I could be wrong on that but whenever they mention textures they seem to say CC-0 along wit

mdgunn

mdgunn

Beta update available

I've updated the beta branch with a full build to address the following issues: GI / water bug where everything would get brighter (the blend mode wasn't being reset to "solid"). "Cannot blit backbuffer" bug fixed. VC .usr file added back into template, which contains info on the default working directory. This is why games weren't launching in the right directory. SDK version set to 8.1 since the 10 SDK isn't installing on Windows 7 (what I'm on now).   FYI, I tested on an AM

Josh

Josh

4.2 Beta

An early build of Leadwerks Game Engine 4.2 beta is available on the beta branch on Steam. This release will update the engine with the latest C++ tools and add new graphics and other features. Visual Studio 2017 support Compatible with the latest C++11 / GCC on Linux Refraction: apply "Materials\Effects\glass.mat" onto any object to see this in action. Heat haze: drag the heat haze emitter prefab into the scene to view ("Prefabs\Effects\heathaze.pfb"). Spotlight texture: you can

Josh

Josh

Analytics

I'm hoping to add analytics to both the editor and the engine API. I need to know how many people are actively using the engine on a week to week basis, and how many of those users are opening the Workshop browser in the editor. There will be an option to opt out of stats collection (a real one, not like Windows 10), and even if you do allow stats to be collected no data will be traceable back to your SteamID or IP address.   I've chosen the GameAnalytics.com API for this.   This will also

Josh

Josh

New Animation Commands

I've built a modified version of ReepBlue's C++ animation manager class (based off my Lua script) into the engine. This adds a new command and eliminates the need for the animation manager script.   void Entity::PlayAnimation(const std::string& sequence, const float speed=1.0f, const int blendtime=500, const int mode=0, const std::string endhook="") void Entity::PlayAnimation(const int index, const float speed = 1.0f, const int blendtime = 500, const int mode = 0, const std::string end

Josh

Josh

Three New Features in C++11

C++11 modernizes the C++ programming language with many new features and techniques. Below are just a few of the new ways you can use C++ with Leadwerks.   auto You can automatically declare a new variable type by the data that is assigned to it: auto i = 42; // i is an int auto l = 42LL; // l is an long long auto p = new foo(); // p is a foo*   Here's a more practical use that saves a lot of typing. The code below: std::map<std::string, std::vector<int>> map; for

Josh

Josh

C++11 for Linux

The beta branch now contains an update that adds C++11 support for GCC on Linux. To use this you must enable C++11 support in the compiler settings in Code::Blocks. Select the Settings > Compiler and Debugger... menu item and then check the box indicated below.     All new projects created from the Leadwerks templates will work correctly out-of-the-box.   Your existing projects need a couple of new libraries added to them. The easiest way to do this is to open the CBP project file i

Josh

Josh

Visual Studio 2017 Support

The beta branch of the professional version is upgraded to use Visual Studio 2017. You can download the release candidate for free here: https://www.visualstudio.com/vs/visual-studio-2017-rc/   Your existing projects should work with VS 2017 with no changes, but you might want to hold off while we test if you are in the middle of a project. New projects you create should open with VS 2017 by default.  

Josh

Josh

Time and time again

The past 30 days have been very hectic but fun none the less. While it all started with the thought that I would have some time to spare, it became one of the busiest months of the year. It started with a non-Leadwerks project, where I am currently working on with 2 artists. I was done with the coding for the current sprint (we are using scrum). This meant simply waiting for the artists to do their part. The sprint ends December 14th, so that would mean time for a new project.   Back to Leadwe

AggrorJorn

AggrorJorn

Beta update available

An update is available which fixes compatibility with newer versions of GCC with the fix discussed here. Thanks to aiaf for finding the solution.

Josh

Josh

Lisbon Games Week, Greenlight and Release

As most of you may know, I've been working on "A Demon's Game" for quite a while now, but I'm happy to announce that it's almost time for it to actually release, but before that happens, there are a lot of things happening that I would love to let you know about.       Firstly, the game got accepted to be in Portugal's biggest gaming convention, Lisbon Games Week. I'll be there from the 17th to 20th November, I have my own booth where players can try the game, ask questions and I will

lxFirebal69xl

lxFirebal69xl

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