Once a thriving small town population of five hundred now lies silent and in decay as if all life vanished overnight. Overgrown gardens, peeling paint, every creak, and moving shadow beats your heart with adrenaline as you wearley walk down the main street. You are not alone here, the hairs on the back of your neck make you sure of it.
You continue walking, as the fear of the unknown is overcome by the desperation to gather supplies and find shelter.
It doesn't matter, I’m dead anyway.
Uploaded a quick video showing some new features and functionality in my game inventory system.
Here is a brief outline..
+ New post effect for when player is sick
+ Inventory now scales and positions based on screen resolution
+ Inventory now clearer to see in dark areas
+ Inventory tooltips made neater
+ Items can now be used on other items eg. batteries -> torch, ammo -> gun
+ Integration of default weapon/ammo system with Inventory
I've been working on water. It's a challenge to get it to work properly with the post-effects stack and lighting, something I never did quite right in Leadwerks 2. However, the results are turning into the best implementation of water I've ever made.
Water blends naturally with post-effects stack.
Water reflection/refraction equation and behavior is improved over Leadwerks 2.
Water ripples don't have an obvious direction of flow and look very realistic, without looking "wrong" when pla
So I've got a few of these little helper modules I've written while making my game, I figured I needed a place to post them so others can get some use from it, I'll be selective with what I release as some of them I would like to keep private but everytime I get a spare moment I'll try to write up a blog post with a new module release and how it's used.
So anyone familiar with OOP will hopefully get some use from this module, Lua already has a semi-OOP system with it's 'metatables' and this
The results of the Leadwerks Winter Games Tournament are in! I think you will agree, this tournament produced some very fun playable games. You can download all of these games and more in the Leadwerks Games Listing. Each author will receive a Leadwerks sticker via mail (Gonan gets a Leadwerks T-Shirt since this is his second entry.)
So without further ado, let's look at the games, in no particular order:
Crime Closer
By nick.ace
Catch the crooks before they get away!
Next
Been doing more GUI work, mainly porting more of my GUI lib, but I did decide to finally get around to Dropdown menus which the library was missing from the beginning, I like this sudden feeling of productivity, the hardest part was porting my TabPanel over. I must have written the original on a bad day and going over the old code made no sense to me, it's new and improved now.
- Sliders and DropLists.
- Tabs and the usual ScrollPanel.
This is my first blog post for Crime Closer.
Greenlight
This was my first time submitting something to the actual Greenlight program. I did this to force myself to continually develop my game. I felt that the scope of Built from Ruins was too large for what I wanted to achieve with it. Built from Ruins would have been a better Early Access game that Crime Closer, but I want to finish Crime Closer completely before releasing on Steam. I think Early Access gets abused too much, and for a g
Haven't yet worked out how to modify my listing for my game so here are a few images so you can see what it looks like.... I'm thinking it probably looks better when it is moving....
EDIT: I worked out how to get edit my game listing..yipeeee!
A few days ago (last minute as usual) I thought I'd try and do an entry for the Leadwerks Winter Game Competition Entry. I hadn't created ANY games up to that point having just bought the software so didn't initially think I'd get anything playable done but I had a few ideas and the result is....
'Crazy Auto Present Dash' !!!!
Yeah. I'm not too pleased with the name but it'll do.
I'm still trying to get it uploaded to the site while I write this.
A number of issues to resolve s
So I have already put in a few too many late nights since getting Leadwerks and meanwhile having a good time learning, planning and game making. At this early stage it’s fun and addictive which is always a good sign, or maybe not if my sleep suffers. Anyway I now have an inventory system in-game with no small thanks to the project saturn tutorials on youtube. A big thank you to Jorn for these informative tutorials. I’m still trying to get my head around all the cross references in lua code lik
Over the past few days I've been porting a GUI library I've written in Lua, it's been a pretty successful and struggle free move over to Leadwerks which has excited me over the future of my time with Leadwerks.
I'll give a rundown of what features I've implemented.
- Text entry panels with carrat positioning and text clipping.
- Labels with multi-line wrapping.
- Scroll panels with mousewheel support.
- Panel hierarchy with parent-child clipping.
- Button and hover events, keytouch even
So I have decided to do a progress blog on a game that I am just starting. I have only had Leadwerks about a week so I have not done much yet other than read and watch tutorials and experiment and this will of course continue as I try to put the game together.
Here is an overview of what the game will be like:
The game will be a survival game somewhat like Dayz and the likes but it will be single player only. I know that’s not very original these days but I figure/hope it is doable for m
The online gaming world is growing at an impressive rate. There are thousands of games that can be accessed from any given location by game maniacs to make their experiences more rewarding. Apart from serving as exciting leisure activities, online games can be challenging enough to keep the mind working and this sharpens the mind keeping it alert in the process. If you are a game maniac, you might want to consider running a Minecraft server.
Minecraft is a high power game application that i
Based on a little observation, I've made the following changes to the publish routine on the beta branch:
The FPS Player script has been updated so that the footstep sound files are explicitly named, so they don't get missed in the publish step. You will need to update your project to get the new script (or just copy FPSPlayer.lua to your project).
There is now a checkbox to "Only include used files". If this is checked, then the new packing routine will be used, otherwise the old beha
Terrain tutorials
There are 2 new video tutorials on how to use the terrain editor.
Sculpting terrain:
Terrain painting:
Tutorials: Project Saturn
It has been a while since I made a tutorial for Project Saturn, but that will change in the near future. Since there are so many new members using Leadwerks I am going to make some free time for some new tutorials. In the past 3 months there were only a handful of viewers and that didn't quite way up to time spend on making th
A new update on the beta branch on Steam adds selective file inclusion on publishing a project. This works by scanning map files and building a list of required files, and only packing up files that are actually used in your game. Here's how it works:
All map files are always included, and scanned for required files.
All script files are always included, and scanned for required files.
Included prefab files are scanned for required files.
Included model files are scanned for require
EVE LBS Studio.
EVE LBS Studio is a member company of the EVE LBS Group providing quality services to the community.
EVE LBS Studio was setup as a sole trading company at the end of 2014 with the insight to becoming a private limited company in the near future.
The way we work is that after drawing up a concept of development to include the community as the main source of features and having a prominent input into the development of our software.
Our main mission is to put
The standalone version of Leadwerks is no longer being updated. If you have a license for Leadwerks 3.1+ standalone version, you can exchange your registration key for the Steam version. Please contact support and include your Leadwerks registration key.
The Steam edition of Leadwerks can be run online or in offline mode, and can make games that are published to Steam, or published as standalones without requiring Steam. Leadwerks on Steam also includes access to the Leadwerks Workshop vi
A new update is available on the beta branch.
The FPS player script has been fixed to allow throwing of objects when he is not holding a weapon.
The script flowgraph system's behavior with prefabs has been changed. Script connections between prefabs will no longer be locked in the prefab file, and can be made in the map itself. The map version has been incremented, and maps saved with the new format will not load until you update or recompile your game. The changes in this system may
Leadwerks Game Engine has been declared the winner of the Steam Community Choice against Substance Designer and Music Maker. An additional bonus discount will apply to the indie and standard editions during the next 24 hours. Thanks for voting!
Hello all,
I would like to first apologize for my disappearance. I ran into some issues with my source code and silly me, didn't set up a repository for my source so reverting my changes to a stable state was not practical. I decided to change gears and try to use only LUA. I created a new project and imported all the assets over and as it turns out, the loading is actually faster. One thing i was trying to do was thread out the loading of assets when maps are created but that just put m
I frequently come across models that have an excessive hierarchy of unnecessary limbs. This causes rendering to be slower and memory usage to be higher than it needs to be. If great numbers of the model are used in the scene, these problems can be significant. The windmill model below contains a pretty complex hierarchy.
A new tool is being added in the model editor to collapse all limbs of a model into a single object. Select the Tools > Collapse menu item and your model will be
Merry Christmas! Here's an update on the beta branch.
The previous update was mistakingly supplied with the Debug DLL for Windows. This has been fixed. (Good thing we have a branch for testing!)
The internals of the Workshop system have been completely rewritten to support Workshop items in any folder. The editor will also no longer download Workshop items at startup, but instead wait until you install them in your project. Workshop items will not be automatically updated, but will dis