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Showing results for tags 'release'.
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Hello guys! Check it out, I've been developing a game for a few months and I'm finally releasing it, it's my first game on Steam so don't hesitate to check it out! It is a psychological horror game in escape game mode. I did a first version so when I say "700" hours it's more like my learning, development and all the things around because I did the majority of 3D (90%), 2D assets (85%, the 15 % left are modified things like pixelisation), the Sounds & Musics (searching and implementing) etc.. So yes I'm proud of this game ! If you are interested it's : A psychological horror escape game with a PS1 aesthetic. There are puzzles/enigmes and a beautiful loud voice-over So thanks to all the cummunity because I used the script of note (that I modified a lot to correspond to my project for example I did a keypad or a map), the Trees pack, rock pack and blood decals pack !! Thanks for your comprehension and if you check the game ❤️ Steam : https://store.steampowered.com/app/1987900/Ante_Mortem/ Itchio : https://coffeeinteractive.itch.io/ante-mortem Trailer : https://www.youtube.com/watch?v=xL-Ubn_PNNw
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Bladequest - Is it the best FREE Leadwerks Game?
Phodex Games posted a blog entry in Phodex Games Blog
Hi Guys, It has been very silent around Phodex Framework and my projects, but thats because I really focused on game development and nothing else. Posting stuff and creating content costs time and I was also very busy with studying. However as promised in my last entry I was working on an actual game. I tried to create a small, but quality experience including decent design, nice graphics and, at least for a one man indie game, complex game mechanics such as first person melee and range combat. If it is the yet best free Leadwerks game is up to you. You can try it out for FREE! About Bladequest Bladequest is my welcome gift for you and I really would like to share my knowledge and skill to create great games from your feedback and input! To do so, I need your help! That I can achieve a game you like to play, let me know what your likings are. To do so just participate in this survey! Bladequest is meant to show you, what I am able to do and what could be possible. It is currently lacking some features and content, but we can build upon it, whatever we like! Join my email list to stay in touch, share ideas and craft an epic game together. Let’s do it! Before working on Bladequest I worked on a project called Dreamdale, which I decided to cancel for the moment, as I want to go towards smaller games and Dreamdale turned out to be a pretty huge project. I most likely will use some of the ideas in one way or another. If you are interested in the project check it out here! What next? So after I recieved enough feedback about Bladequest and about your preferences, I can sit down and concept some ideas for cool games. I then will present them to you and we will step by step create an awesome game together. Learning from my former mistakes, I would also like to start small and slowly grow bigger, so better expect a smaller and simpler, but well-thought out game. I even though about mobile games, although I prefer developing for PC, but I will do anything I can to deliever just the best experience. Get Bladequest - TFC NOW! As always stay cool! Markus from Phodex -
Hello Everyone, So I have started working on my game in leadwerks (C++). It has been really fun so far but for some strange reason I just can't get it to work the way I want. For now the project only consists of a few files and I was working on getting my SceneManager to work. The scenemanager should create the world / load worlds etc but when I run my code it keeps flickering the screen and doesn't load up the map correct. I have tried both world->clear and world->release but it keeps flickering the loading screen and doesn't return. So I hope someone could help me out and show me what I am doing wrong here (it works in my head ). #include "SceneManager.h" using namespace Leadwerks; SceneManager::SceneManager() { this->mLoadingTexture = NULL; this->mCustomLoadingTexture = NULL; } SceneManager::~SceneManager() { } bool SceneManager::Init() { // Create / Load a default placeholder for the loading screen this->mLoadingTexture = Texture::Load("Materials/UI/Loading_Default.tex"); if (this->mLoadingTexture == NULL) return LogUtil::returnWithMessage(LogType::LOG_ERROR, "Failed to load texture: 'Materials/UI/Loading_Default.tex'"); //this->mLoadingTexture->AddRef(); // Create / Load World this->mWorld = World::Create(); } bool SceneManager::LoadScene(std::string map, World* world, Context* context) { // Unload custom loading screen if loaded //this->UnloadCustomLoadingTexture(); // Now reload the load texture // First render the Loading Screen if (FileSystem::GetFileType("Materials/UI/Loading_" + map + ".tex") != NULL){ LogUtil::writeMessage(LogType::LOG_INFO, "Custom loadingscreen found: Materials/UI/Loading_" + map + ".tex"); // Try to load it this->mCustomLoadingTexture = Texture::Load("Materials/UI/Loading_" + map + ".tex"); //this->mCustomLoadingTexture->AddRef(); } else{ LogUtil::writeMessage(LogType::LOG_DEBUG, "Map doesn't have custom loadingscreen..."); } // Next render the loading screen (as the load map function blocks) if (mCustomLoadingTexture != NULL) context->DrawImage(mCustomLoadingTexture, 0, 0, context->GetWidth(), context->GetHeight()); else context->DrawImage(mLoadingTexture, 0, 0, context->GetWidth(), context->GetHeight()); context->Sync(false); // Clear the old world Time::Pause(); if ( world != NULL ) world->Release(); world = World::Create(); // Now load the actual map if (!Map::Load("Maps/" + map + ".map")){ // Failed to load map LogUtil::writeMessage(LogType::LOG_WARNING, "Failed to load map..."); } Time::Resume(); // The map is loaded now create a scene from it // TODO: CREATE A SCENE // Unload the custom loading texture now that we have build the scene //this->UnloadCustomLoadingTexture(); return true; } void SceneManager::UnloadCustomLoadingTexture() { if (this->mCustomLoadingTexture != NULL){ this->mCustomLoadingTexture->Release(); this->mCustomLoadingTexture = NULL; } } void SceneManager::Update() { if (mWorld != NULL) mWorld->Update(); } void SceneManager::Render() { if (mWorld != NULL) mWorld->Render(); } With kind regards, StaticCube