I've added new rewards including international shipping for our T-Shirt and sticker, as well as an indie team and professional site license. A lot of people have been asking for international shipping for the T-shirt and sticker rewards, but I wanted to make sure I knew what the shipping would cost first. It's a good thing I checked because it costs $16.75 to ship. The good news is its a flat rate for any country, so I can rely on that cost when I price things. To sweeten the deal, I am incl
Death Statue is going to be released.
3 years of development finished and we are pretty happy with the results. After an academical game “Satyar-Return to Parseh(2009)” this is our first commercial game. and of course we had many amazing adventures during development process.
Dear Sam, Hamid, Elham, Parisa, Omid, Vahid and all people that worked together as a part of this amazing HEAVY project.
Dear Atieh, Ali, Mehran, Payam, Aily, Hesam, Razieh, Mustafa, Ruhollah, Haji3D and all the people
Death Statue is going to be released.
3 years of development finished and we are pretty happy with the results. After an academical game “Satyar-Return to Parseh(2009)” this is our first commercial game. and of course we had many amazing adventures during development process.
Dear Sam, Hamid, Elham, Parisa, Omid, Vahid and all people that worked together as a part of this amazing HEAVY project.
Dear Atieh, Ali, Mehran, Payam, Aily, Hesam, Razieh, Mustafa, Ruhollah, Haji3D and all the people
I'm pleased to announce the full stretch goals for the Leadwerks for Linux Kickstarter campaign:
$26,000 - Android + Ouya for All: We will provide all backers who pledged $100 or more with Android support. We’ll also add support for OUYA, the Android-based open game console. This will let you build games for Android and OUYA, without ever leaving the Linux operating system.
$30,000 - Blender integration: We want to integrate Leadwerks with the free 3D modeling package Blender. We’ll star
Hello all, it has been a little bit since my last post about continuing to use Leadwerks 3. I have gotten some good positive feedback from the staff at LE3 in regards to them confirming the bugs and doing what they can to fix it.
The colliding of hidden models isn't an issue with LE3 but with the physics engine that LE3 uses. The staff at LE3 is getting in contact to resolve that issue. I have a work around so this isn't stopping me.
The staff had some issues verifying the rolling of
I'm starting to get terrain integrated into the Leadwerks 3 editor. For the most part, it stays pretty close to the design of the terrain tools in Leadwerks 2, and you should have no trouble figuring it out. I'm implementing the critical features first: This will be added into version 3.0 before the release of 3.1.
As I described in my previous blog, my goal is to take all the lessons learned from Leadwerks 2 and come up with something more refined and powerful.
In just three weeks, the Linux community has successfully funded the development of Leadwerks for Linux. This means we're going to bring Leadwerks 3.1 to Linux, with native support for developing Linux games...so Linux games can now be completely free from Windows.
Greenlight It's been an amazing few weeks. During this time, we also successfully completed our Greenlight campaign to make Leadwerks available on Steam and take advantage of features like the Steam Workshop. You can see from th
So i just got confirmation that my bug is currently being worked on and should be fixed with the next bug fix release. I think this came about due to my post talking about a few of the physics bugs. I also fixed one of my bugs that was causing a lot of issues. I was using a double variable to store the amount of damage being dealt. When i converted that to an int variable, all of a sudden all those minor collisions were no longer affecting the amount of damage being dealt to each other. wit
The Leadwerks 2 terrain system was expansive and very fast, which allowed rendering of huge landscapes. However, it had some limitations. Texture splatting was done in real-time in the pixel shader. Because of the limitations of hardware texture units, only four texture units per terrain were supported. This limited the ability of the artist to make terrains with a lot of variation. The landscapes were beautiful, but somewhat monotonous.
With the Leadwerks 3 terrain system, I wanted to reta
Below is a primitive list of features that kings will have. Please leave comments asking questions on how they may work or any features that you would like to see added or removed.
The objective of Kings is simple. To build your own castle, and to destroy your opponents before he/she destroys yours. You challenge friends which will cost IGM (In Game Money) which is specified by you. It works like a bet. You bet your friend x amount of money that you can beat them. If you opponent agree
So most people have seen my game WIP "castle defense", which i'm giving code name "Kings", in the asset store. This was created with LE 2.2 as my machine at the time could't handle LE 2.5. This was to get my mind started on game programming before LE3 was released. I was ecstatic when LE3 was released as this meant i could write with one code base for windows and mac. I couldn't care less about mobile platform support. Even before there was a mention of Linux support i predicted that one of
Leadwerks has been successfully Greenlit for Steam, meaning we can integrate great features like the Steam Workshop and Valve file formats right into our game engine! Thank you so much to everyone who voted.
We saw an incredible response from the Steam Linux community, both here and on our Kickstarter campaign for Linux support, which is nearly 85% funded. If the campaign reaches the first stretch goal, we're throwing in Android and OUYA support for everyone who pledged $100 or more to the c
Some new possibilities
I have spend another evening on my in game console and it is shaping up nicely.
To-do or not to do
I am happy with how the console works right now. There are enough things that I could implement to make it even more usable but I don't need those (right now) for my project. Possible to do's
Intellisense.
Saving command log to a file.
Adjusting color, settings and size of console via commands.
A maintenance update has been uploaded. You can run the Leadwerks updater to get only the changed files since your last update. See the bug reports forum for recently resolved issues.
One new command has been added:
static std::string FileSystem::GetAppDataPath()
This will return the application read/write directory for storing settings, high score tables, etc. In order for this to work, you need to update your project. (Open the Project Manager, select your project, and press t
Well that was hell, I figured i'd read the book in a day or two and get the assignment done. Leaving plenty of time to work on my projects....well that'd work out. Basically the book is insanely boring and I only finished reading it last night (whilst falling asleep). Today I sat down to focus on the assignment, but come 9am my wife and eldest were of to town for some holiday shopping, my son was doing his last day of school term and my youngest was home with me.
Took me about an hour or so
I wanted to post an update on our Steam Greenlight campaign. Basically, we're doing better than most of the top compaigns did during the same time frame. However, because items in Greenlight are never removed, they slowly accumulate votes over time. Some of the software in Greenlight has been there for almost a year, and we've only been in there about three weeks. So their number of votes will be higher than ours for a while, even if we are accumulating votes much faster.
The campaign go
Last weekend I attended an OUYA game jam and got to play around with the OUYA dev kit for the first time. My goal was to see if I could get Leadwerks running on it over the weekend. I had problems with the USB driver, but compiling went smoothly:
I didn't have any problems with controller latency, but did not finish mapping the controls or updating our project to use some newer functions we need. In the end, I had to manually copy the compiled .apk file to the device to deploy it. All in
Wow! We crossed the 50% mark in less than a week. At this point, the campaign has shown enough strength that I am willing to begin allocating resources to the development of Leadwerks for Linux. (To be clear, we will only deliver a Linux product if the entire target amount is met.) Kickstarter has been fantastic because it allows us to gauge demand before we do the hard work of supporting a new operating system, so we can figure out in advance whether it's worthwhile. Fortunately, it appears the
That quote pretty much sum's up 3weeks. As some of you know I'm "studying" Computer Science at the Open University here in the UK. Basically I have course materials & exams but no real teacher and I just do it as and when i'm ready - provided assignments are in on time.
I have my 4th assignment due in next Friday which is a 2,500 word report on the potential uses of biometrics for a fictitious company. I had 4weeks to get this done and I finally bothered to pull the book out this mornin
You may recall a few weeks ago we added consideration of smooth groups in the lightmap calculations. (Explanation for new people: we use a forward renderer with static lighting as a fallback that runs across-the-board, and are working on a deferred OpenGL 4 renderer for the next major update. I've been working with deferred rendering since 2006, so this is relatively easy to add.)
You may recall the case of luxels (lightmap pixels) that fall outside a face were problematic, and I used a bi
I'm writing this as we're a few dollars away from the mythic 30% target that has been claimed to be a "tipping point" past which Kickstarter campaigns reach critical mass. I'm not going to go into any detail about that because I don't want to jinx it, but so far I am blown away by the response. We put this up Sunday in advance of contacting bloggers, so nobody really knew about it the first day. It's Tuesday morning and we're presently at 29%.
I've heard a number of people point out that
Linux is a solid and secure operating system that’s perfect for gaming, but at this time Windows remains the lead platform for PC games. One company wants to change that by putting the game development process right on Linux. Leadwerks Software has launched a Kickstarter campaign to bring their game development software to the Linux operating system. The company says this will allow users to build and play games without ever leaving the Linux operating system.
The company's Kickstarter page
Last week we launched our Steam Greenlight campaign to get Leadwerks into the hands of the Steam community. This week, we're rolling out the second stage of our plan with a Kickstarter campaign to bring Leadwerks to Linux. This will let you build and play games, without ever leaving Linux. The result of this campaign will be Leadwerks 3.1 with a high-end AAA renderer running on Linux, Mac, and Windows, with an estimated release date before Christmas.
Valve has given Linux users a taste of