To help with your games in the Summer Games Tournament, Rich DiGiovanni has created a fun set of summer-themed models, including a beautiful sandy terrain texture for laxing out at the beach.
You can install this pack free from the Leadwerks Workshop:
http://www.leadwerks.com/werkspace/page/viewitem?fileid=464751401
If you need any custom models made, check out Ancient Idol Studio for quality work at reasonable rates.
Over 2 weeks ago, I released a small demo showcasing my project's core gameplay on the Leadwerks Engine. Although I'm happy with the demo; it's a good landmark for the project, but it can be better visually and functionality. I learned a lot of new information about the engine on how to better optimize it, multiplatform diffrences, and I grew a slight hatred to a certain brand of GPUs. But the demo on the Game Launcher to me was a success.
The stand-alone version in my opinion was a bit sha
The beta branch has been updated with experimental support for resizable viewports on Linux, including an option to switch to a single viewport. The object bar buttons have also been fixed to display tool tips properly.
You can try this now by opting into the beta branch on Steam. Let me know what you think.
I've set the release date for Leadwerks Game Launcher to Tuesday, July 21, right after the Summer Games Tournament ends. Your games will have the highest visibility during the first week the application is launched.
This is a great chance to demo your best ideas. Remember, you don't need a full finished game, just a simple playable concept. The goal is to make something fun!
Leadwerks Game Launcher is a unique application on Steam. The closest thing to it is the built-in game pl
The 2015 Steam Summer Sale begins today! Save on tons of games and software including all Leadwerks products.
http://store.steampowered.com/app/251810
If you're new to game development, now is the perfect time to get Leadwerks and start making a game for the Leadwerks Summer Games Tournament.
About a year ago, before I even had my cool hat, I wrote a blog post called What's the Big Idea? that talked about some big-picture ideas about where Leadwerks is going:
Well, a year later, this idea is coming to fruition. I previously broke down the user journey into Education, Collaboration, Promotion, and Distribution. This has now been distilled down to the new Leadwerks tagline: Learn, Build, Play. I had our logo reworked and I am very proud to present to you this beautiful design:
Summer is here, which means the beach, barbecue, and the first Leadwerks Summer Games Tournament.
WHEN: The tournament will start Monday, June 15, and end Sunday, July 19th at 11:59 P.M. (Pacific Standard Time).
HOW TO PARTICIPATE: Publish your summer-or-other-themed game to Steam Workshop or upload it to the games database before the deadline. You can work as a team or individually. Use blogs to share your work and get feedback as you build your game.
PRIZES: Rather than a competiti
Last week I tried implementing a new method of controlling entity script fields. I was not satisfied with the current drag and drop from the scene tree method. I tried a system that was based on the entity name, which is how we used to do things in Quake mods.
Several people pointed out that this had a negative effect on their workflow, due to the difficult of copying and pasting groups of linked objects. So I began implementing a system that would create unique names when needed.
I s
The Workshop in Leadwerks Editor has been updated to use the same web interface as the game launcher. Page numbers have also been added to both. In the future, the Leadwerks Workshop interface will probably start to resemble the Game Launcher interface more.
A new update is now available on the beta branch. This is a refinement of the new entity script fields, which rely on the object name, rather than the awkward drag and drop motion that was originally implemented. I've modified the code so that when a map is loaded, any targeted objects will be renamed with a name that is unique in the scene. For example, if two objects named "WaypointA" exist in the scene, and one of them is linked to from another object, the object will be renamed "WaypointA
I've recruited a professional designer to create a new icon set for the Leadwerks UI. This will provide us with a more consistent visual interface, with a similar look on all supported platforms.
My first instructions were to go bright and multi-colored, with colors similar to Lego pieces. We also included Windows 10 style icons as an influence. These looked good, but when plugged into the program the interface lost its visual consistency.
We next experimented with some grayscale
The creation of our complete tutorial series, written with the help of Aggror, has had a really good effect because it gives us a specification saying "this is how to use Leadwerks". Instead of having different approaches and opinions scattered around, we can all discuss the user experience and be on the same page. This has led to improved user feedback, as we are able to more easily identify any small hangups or inefficiencies in the workflow. I'd especially like to thank the user Malachi fo
Let's admit it, LE context drawing functions are essentially OK, but are very basic and very low-level. I wish something like LED library API would make a part of the official LE API one day.
Until then, here is LED: a lightweight (~350 lines of code) LUA 2d drawing library draft. It gives you out of the box entities - Text, Panel, Image and Animation - enriched with useful functions like SetPosition, SetScale, SetColor, Release and similar.
In order to use it grab Main.lua (for the exam
In the next beta update, the way entity fields work in the script properties will be a little different. Instead of dragging an object from the scene tree onto the field, you will type in the name of the object (or copy and paste the name from the object's name field). This is being done to make the behavior more intuitive. After working with both approaches, I find the new way much easier to use.
This does however mean that an object that is used in this manner must have a unique na
Note: This is pretty much a copy and paste from this post here with a few tweaks.
After 3 years of planning, modeling, texturing, and a lot of engine hopping, I was able to create a playable demo in the Leadwerks Engine for Windows and Linux (Debian/Ubuntu/Mint). You can download the demo from this page. A small demo was created not only to test the basic elements of the game in the new engine, but to also give back to those who have been supporting this project since I started talking a
Here's what's next for Leadwerks Game Engine.
Game Launcher
Leadwerks Game Launcher will be released in early preview mode when 50 games are reached. Right now we have 13. Filling the content up is a high priority, and the Summer Game Tournament will bring us closer to that goal.
I am mentioning this first because I want to emphasize that the number of games posted is my measure of how well I'm doing. Every action should be considered in terms of how it helps you guys publish more ga
Leadwerks Game Engine 3.5 is now available on Steam. Along with version 3.5, we're rolling out a new tutorials to teach you everything you need to make games. A step-by-step series of lessons teaches how to use the editor, write Lua scripts, and create gameplay. No preexisting knowledge is required. Read the new material here.
A new project templates system has been added. This provides different game types you can choose from to create a basic playable game in a few seconds. We're lau
The beta branch on Steam has received an update with some important changes.
A new project template called "Tutorial Samples" has been added, which includes the files you need to complete the new tutorials found here.
A new script, Main.lua, has been introduced to take over the main entry point of your program. As explained in detail here, this will have no effect on your existing projects.
The screenshot publish feature is fixed.
Flowgraph arguments no longer require the EnableLegac
The design of the App table in Lua was originally created to work with mobile, which has a more restricted program flow. The application calls App:Start() once to initialize it, and then will continually call App:Loop() until the function returns false. These two functions are found in the file "Scripts\App.lua".
Since we are focused on the PC now, it does not make sense to keep this structure. It also makes it more confusing to teach scripting. A conventional program layout with one mai
A new update is now available on the beta branch. This completes our migration to the newer SteamUGC system for Workshop content. Downloads should be working reliably now, but please let me know if you experience any trouble.
Steam protocol calls are now supported on Linux. Most notably, the Steam interface will open the Workshop now, instead of it opening in a web page.
An extra color option for the perspective viewport has been added, as well as several new color schemes. Select th
Game polishing is one of the most important factors to grab someone's attention. It also makes the gameplay feel smoother and generally makes the game look more done. But how do we do it? Here are 5 ways to add polishing into your game:
Lerping Lerping is a term to make transitions smoother. This is commonly used in animations, where you linearly interpolate one frame into another. Animations and transitions will stop looking 'choppy' and will actually blend into the smooth gameplay.
I'm working to move our Workshop implementation over to the newer SteamUGC API. There were recently some things updated, and that is still being sorted out. I'm also finishing up the game player.
The first incarnation of Leadwerks Game Launcher was pretty utilitarian (and ugly):
I realized this was pretty drab for a product aimed at consumers, so I designed a more outlandish colorful interface that was purely web-based:
This one looks nice, but you can tell it will start to fee
The Steamworks SDK has been updated with some new functionality I need to transition Leadwerks Workshop to the SteamUGC system. This will result in unlimited file sizes, more reliable downloads, and other new features. However, the documentation isn't updated yet, so I am going to wait for that before moving forward, and focus on non-coding things this week. Once the Workshop edits are finished and tested, Leadwerks 3.5 will be released.
At the same time, Jorn and I are working on the new