In this article I am going to explain some simple color tricks you can use to give your game environments a much more cohesive color scheme and look much better.
Now if you look at most indie game environments that are thrown together from random models they will look something like this:
It looks awful, with no consistent color scheme and saturation levels all over the place. In fact, most look much worse than this. I'm going to show you how to fix this.
Control Saturatio
A beta build of version 4.5 is now available on the beta branch on Steam. This updates the engine to the latest Newton 3.14. Versions 4.5 and 5 beta are now compiling side-by-side with the same source code. Because of major engine changes in version 5, some bugs may need to be resolved before the final release. Some preliminary information on updating C++ projects can be found in this thread.
Version 4.5 is planned to include official support for VR (both Vive and Oculus) and a new impr
Version 4.5 will feature official support for VR (Vive and Oculus) and a new super realistic vehicle system. These features are more or less already done, but need some work to make them release-ready. The new vehicle system is so good, and I am so grateful to Julio for his help making this happen, that I think we might do a racing-themed winter tournament. I am trying to think of a clever pun to call it.
At the same time, I have implemented the first build of version 5 in the same sour
Hi,
Hello everybody, here is a little blogg. Due to some feedback, I'm thinking about how a better HUD could look like. Below is the Old HUD, and then the new HUD. What do you think? Or how can a HUD look more appealing to this game?
Our most recent game tournament was a smashing success. We had fewer entries this time, but they more than made up for it with the great quality of this round of games. Without further ado I am happy to present the entries...
Behind Enemy Lines
Wow! This game by burgelkat features a variety of missions from blowing up drug manufacturing facilities to sabatoging a plane. Although the same mechanic is usually used, the action never gets old and you will keep playing just to find out
Hey its me again,
as you can see I was working hard . As I want to spend as much time as possible on the project, lets quickly go through whats new.
This is the first version of the PHFW (Phodex Framework) Toolkit now including the "Item Creator", besides the recently presented Animation Manager. I guess the picture is pretty self explaining .
The Item Creator generates a file out of the settings you made which then can be loaded into the "Item Script" inside Leadwerks. The
Hello dear reader,
First of all, as I recently though on how to make the blog more interesting and valuable for you to read, I thought it would be a cool idea if I provide a gamedev specifc tip (can be everything from productivity, to technical stuff, to marketing) at the end of every blog entry. I would be really happy, if you tell me what you think of this idea.
Back to topic. I want to present what I am working at the moment. Last time it were some animations and rigs. I had some m
Hi,
this time I provide a closer look into the Framework. The graphic below shows what the Framework contains of and how far the diffrent elements are developed. The green bubbles inside the red ones indicate how much progress has been made for the specific feature. More green means more progress. Empty (complete red) bubbles mean this feature hasn't been worked on yet. For the best result (as its a pretty huge image) click the image to load it in full size and use the zoom tool to take a c
Today we are pleased to announce the release of Leadwerks Game Engine: Enterprise Edition, a standalone version of our popular 3D development software. The Enterprise Edition allows business users to install and use Leadwerks without the need for the Steam client. The new product joins the existing Standard Edition with Lua scripting and the Professional Edition with C++ and Visual Studio support, both sold on Steam.
The Enterprise Edition has already been approved for sale through N
Hi Leadwerkers ,
this time just a short entry showing some of the stuff I recently made. I think it looks pretty cool and wanted to share it with you.
Some cool bow & crossbow rigs:
Some examples of the new combat animations (WIP):
Soon to be seen ingame and in action. Stay tuned and have a nice day .
Markus from Phodex.
Introduction
Hi,
last time I gave you a rough idea of what the Phodex Framework is and what plans I have. This time I will talk about what I am working on at the moment and what my plans for future are. So this is kind of the first real blog entry :).
What I am working on?
Recently, beside some bugfixing and improving stuff, I tweaked all imported models (collapsing, normal calculation), set up the materials so that they fit the look I want etc. I also reorganzied my folderst
There is a problem with the default TextArea.lua widget script.
Your game will crash when you click on an empty TextArea.
Fix:
look for the Function "Script:GetCaretCoord(caret)"
after:
local text = self.lines[self.currentline]--self.widget:GetText()
add:
if text == nil then return 0 end
More will be added when/if discovered...
Remember that a widget's behaviour is dictated by the script that is attached to it.
Well its that simple just use a custom script for your widget and your done.
I will show you how to create a simple ColorLabel.
First copy the default Label.lua script and rename it to Colorlabel.lua
Now lets make some changes in your Colorlabel.lua so open it up.
We will add 2 variables to the script called bordercolor and textcolor they will be of type Vec4().
Script.bordercolor = Vec4(0.2,0.2,0
Previously we created a custom class and a basic GUI.
Now its time to add some basic widgets to our class and show how to use them.
Lets start with a simple Panel that has a Label, a TextField and a Button.
// UI_Interface.h
Widget* panel = NULL;
Widget* label = NULL;
Widget* textField = NULL;
Widget* button = NULL;
// UI_Interface.cpp
//create gui
//....
//
//panel = Widget::Panel(guiScale * 100, guiScale * 100, guiScale * 300, guiScale * 80, gui->GetBase());
panel = Widge
Bare with me im not a very good story teller .
I will not be focusing on basic leadwerks usage and assume the reader knows a thing or 2 about leadwerks.
So lets start with the basics,
Create a window and context.
bool App::Start()
{
window = Leadwerks::Window::Create("GUI Tutorial", 0, 0, 1024, 768);
context = Leadwerks::Context::Create(window);
return true;
}
bool App::Loop()
{
if (window->Closed() || window->KeyHit(Key::Escape)) return false;
return true;
}
Now
Our website stores a lot of user generated content in the forum of images and attachments. Before Leadwerks Game Engine was on Steam the demands were even higher, since we had our own downloads and gallery sections that stored data on our server. Since the implementation of Steam screenshots and Workshop a lot of that has been offloaded onto the Steam servers, relieving our server from some of the data storage and transfer costs. (If you're interested, all our old content is archived on Googl
Hello Leadwerks Forum its me again. The guy who releases too early
Theres going to be a new game inspired by the Polybius pasta in the player soon. I just wanted to explain the core mechanics of the game and why it is more important than my free time. For some time, I have developed games on other Engines but the tournament got me back to my haven again ,where I am the most confident with my skills. This is why I can try new or more absurd game Ideas like an "intense psychoactive and addict
This is my entry for the Halloween Game Tournament 2017
Behind Enemy Lines
Prolog:
You are Sergeant Cole, a member of a special unit that operates under cover. You and your comrades have the mission to destroy drug fields and facilitys for the production of drugs. .....
Keys
WASD = Moving
F = Flash light
N = Nightvision
T = Holster Weapon
E = Use
Space = Jump
F11 = Show stats
Note:
In the last weeks or month i work hard
Fall is in the air. The leaves are changing colors, people are bundling up, and game developers are itching to try their hand at another community game tournament. How does it work? For 30 days, the Leadwerks community builds small playable games. Some people work alone and some team up with others. At the end of the month, on Halloween day, we release our projects to the public and play each other's games. The point is to release something short and sweet with a constrained timeline, whic
Leadwerks 5 is going to be developed alongside 4.5 with an extended period of beta testing and feedback. My goal is to build the world's most advanced game design software, tailored to the needs of our community and clients. Development will first focus on a new programming API updated for C++11 and then a completely new editor using Leadwerks GUI and based on the workflow developed with our current editor.
The first beta will support the following features right away:
Shared Point
I've begun implementing unicode in Leadwerks Game Engine 5. It's not quite as simple as "switch all string variables to another data type".
First, I will give you a simple explanation of what unicode is. I am not an expert so feel free to make any corrections in the comments below.
When computers first started drawing text we used a single byte for each character. One byte can describe 256 different values and the English language only has 26 letters, 10 numbers, and a few other cha
I have implemented C++11 shared pointers into Leadwerks Game Engine 5 and the following program now works. When you press the space key the box variable is set to NULL and the visible box on the screen disappears:
#include "Leadwerks.h"
using namespace Leadwerks;
int main(int argc, const char *argv[])
{
auto window = CreateWindow();
auto context = CreateContext(window);
auto world = CreateWorld();
auto camera = CreateCamera(world);
camera->Move(0,0,-5);
camera->SetClearColor(
All classes in Leadwerks are derived from a base Object class. In Leadwerks 5 we separate simple and complex objects with the new SharedObject class.
Simple objects like a Vec3 ( a three-dimensional vector), an AABB (axis-aligned bounding box), and other items are all derived from the Object class. Simple objects are created with constructors. When we make one object equal to another the value is copied from one variable to another, but the two variables are still separate objects. Belo