A progress report on Structura
First i want to say im glad i choose Leadwerks engine, easy to use and freedom to choose how you develop.
This will be a single player rts game, is a long term project (written in c++, 11k lines of code at moment).
Have some ideas that will differentiate this game from others:
Game is controlled by a command line and some kind of rudimentary ui.Will see how far i can go with this, its around 100 commands implemented at the moment.
I added game pers
(Note: English is not my native language)
If you want to create a weapon that can use ironsight for aiming, this tutorial is for you.
(requested by Jen)
Step1: Suitable weapon model
Make sure your weapon's pivot point is laying on weapon's line of sight in 3D application (I use Blender)
and weapon's direction is heading to the positive global Y Axis, we will export this weapon as a fbx file into leadwerks to get mdl file.
In blender, after adjusting weapon to its right pos
If you opt into the beta branch of Leadwerks Game Launcher on Steam, you can now try the application out on Linux, using the new LeadwerksGUI user interface.
LeadwerksGUI is a cross-platform GUI library that features DPI scaling for any resolution, supporting 4K and retina screens.
Diving into the innermost workings of the Linux operating system is a pretty interesting challenge. Pretty much nobody nowadays implements anything with raw X11 anymore. They use QT, SDL, or for drawing Cairo, with Pango for text rendering. The thing is, all of these libraries use X11 as the backend. I need full control and understanding over what my code is doing, so I've opted to cut out the middleman and go directly to the innermost core of Linux.
Today I improved our text rendering b
In this blog I am going to explain my overarching plan to bring Leadwerks into the future and build our community.
First, regarding technology, I believe VR is the future. VR right now is basically where mobile was in 2006. The big publishers won't touch it and indies have a small but enthusiastic market they can target without fear of competition from EA. I have an HTC Vive and it is AWESOME! After using it, I don't really want to play games on a 2D monitor anymore. I want to be in the gam
Below you can see LeadwerksGUI running nicely on Ubuntu. Once we get through the window and event code, the GUI code acts exactly the same on Linux and Windows. The behavior of the widgets is reliable and double-buffered rendering makes the appearance perfectly solid. Image loading is not working yet, but you can see the vector graphics are working perfectly.
Leadwerks GUI will provide a smoother user experience on Linux and give us cross-platform UI consistency across all operating
After 7 months learning Leadwerks Game Engine, I wanna show you guys my very first techdemo of my game
Features:
1. Fully functional GUI created by myself:
Menu are global for all maps
Adjust ingame graphic and show the result directly, (include night time and night vision goggle test - thanks to shadmar's shader)
Graphic settings can be saved to a config file for next time game starts
Let you choose game language, language can be saved too (if I want)
Scenarios s
I've begun a Lua script for a Treeview widget. This is arguably one of the most complex widgets to implement, but after having done this in another language I have a design that I think is pretty simple. The script sorts all tree view nodes into a linear list-like table so that they can be drawn quickly. Like other widgets, the script will calculate where the starting point in the list is to display just the visible nodes. This is very important because it prevents the program from slowing d
I figured out how to make our GUI resolution-independent so that the existing editor code will correctly create items with the same proportions. This was very difficult, and it works really well! Some images aren't scaled here, but the important thing is the existing code is working the same, with no changes.
When the GUI is scaled to 200%, the buttons are bigger and indented further in from the right / bottom edges. The code that creates them just calls the parent ClientWidth() minus 74
Over the recent months the Leadwerks Workshop Store has experienced a noticeable increase in sales, correlating to an increased number of products offered. Although Workshop Store sales are quite a bit lower than DLC sales, the Workshop Store is more scaleable because it allows third parties to submit a greater variety of products.
We're also able to send out payments to Russia and other regions that other stores and websites may have trouble sending payments to, because our transaction sys
With the Summer Games 2016 Tournament completed, it's time to review the entries. This tournament brought a new level of quality, with several small games that could be considered Greenlight-ready, made in just four weeks!
Sound Game
http://www.leadwerks.com/werkspace/page/viewitem?fileid=732192584
Test your spatial reasoning skills in this unique and challenging game. Navigate with your map and lit up clues to get to the end of the maze.
Soundscape
http://www.leadw
Crawler's Den is a demo I made for the Summer Games Tournament this year. You can grab it here. This blog I'd like to share my reflections on developing the project on LEX2 and Leadwerks in general.
When I started the project, my template had no animation manger, and the puppeteer system was just coming online. The goal was to recreate the AI and Events map and write the entire thing in C++. Not only to test the puppeteer system and my ideas on how to link said puppeteers to the flowgraph,
A new build is available on the beta branch on Steam. This updates everything, C++ and Linux included.
A bug where the editor skipped navmesh calculation on brushes is fixed.
We're updated to the latest version of the Steamworks SDK, which may fix some Workshop upload and download issues.
Animation now calculates more than twice as fast as previously. This was achieved by optimizing the animation code, implementing some inline functions, and by changing the way the matrix updating
We're up to 81 games in Steam Workshop now, and I expect we'll see quite a few more released before the end of the tournament. Some of the stuff this tournament especially is really good, so it's not too soon to start thinking about the final release of game launcher on Steam. At that point the application will no longer be marked "Early Preview" and will get a big increase in downloads on Steam since its visibility will be much higher.
I want to launch with at least 100 total games. This
The beta branch of Leadwerks Game Launcher on Steam is now using Leadwerks GUI. You can try it out now for free here:
http://store.steampowered.com/app/355500
So I've been using Valve's VR technology quite a while before the HTC Vive was released, but I only recently picked up the final consumer version. Here are my thoughts on VR games.
First, VR games are completely different from non-VR games. Motion in the virtual world should never contradict motion in the real world. All the early Oculus demos are examples of what not to do.
"The Lab" by Valve really shows the depth of interaction VR opens up. You interactions with the virtual world
As described previously, I decided to create a custom widget script to replace the game launcher's HTML panel. The results are already looking awesome! The UI looks really slick. It's great to see this idea come to life in such a striking and attractive manner.
What's really cool is the OS drawing commands are being used, so the games grid uses cleartype subpixel antialiasing, and the UI is completely solid with no flashes or little visual glitches.
Oh, and except for the window
I've got the Steamworks HTML renderer working with Leadwerks GUI now. The current build on Steam uses the Windows HTML renderer, which is part of IE. This isn't cross-platform, which is one reason why game launcher isn't available for Linux right now. The Chromium-based Steamworks HTML renderer is cross-platform but there are some issues.
The HTML renderer works by rendering a web page into a memory buffer and then uploading that buffer to a texture and drawing it onscreen. The visible r
When the new Window::Embedded style is used in the window creation function, the window will appear as a panel, as part of the parent window. The black region here is an embedded window parented to the main window. (The tabber and other panels and controls are all just Leadwerks objects; Windows doesn't recognize them or know they're there, as they are just created by Leadwerks structures and drawing commands.)
Why is this special?
The embedded child window uses single-buffer draw
MaxGUI is an abstracted GUI system for the BlitzMax programming language. This allows Windows, Mac, and Linux native UIs to be created using the same code. The LeadwerksMaxGUIDriver module integrates Leadwerks GUI so that existing programs can be recompiled using our new UI system. Here's the first shot of it working in an actual existing program:
The text area widget is now available on the beta branch on Steam, for Windows and Lua only at this time.
The text area is a read-only widget at this time. However, the text is all selectable, and in the future will be able to be copied to the clipboard. This widget creates two scroll bars which appear only when needed, for horizontal and vertical scrolling. The multiline text selection and scrolling was pretty difficult to implement, but the results are really nice.
I'm not goin
It took most of the weekend, but I've got Leadwerks GUI running on Linux, rendering directly to an X11 window. This is the fastest possible rendering method on Linux, and I think you'll agree the results are worth it. You can try a demo here:
http://www.leadwerks.com/werkspace/topic/14867-gui-demo/#entry100912
Just like the Windows implementation, I found it necessary to implement double-buffering. In X11 this is accomplished with the use of an extension called "xdbe". The document
Hello friends,
This is the first time I enter on a game jam in this community.
I tried to follow the theme so after some research I started the development of this little prototype.
I learned some cool tricks in this project and I hope to bring more stages and polish even more this game in the future.
Since there is a little of "try and error" in this kind of gameplay, I worked to make things smooth as possible for the player respawn. In the beginning for example, when the p