Rick Posted January 9, 2014 Share Posted January 9, 2014 We have a lot of new people joining the Leadwerks community and I feel like it would be nice to hear from them about some tutorials they would like to see. Although we can't write games for anyone, some of us can help show people how some common gameplay features are done to inspire you to dig deeper and help the new people learn the API. I would like anyone to reply here with a detailed list of tutorials they would like. I'm not saying they would all get done, but some of the people who have used this engine for awhile now might be willing to make tutorials and help out. It'll be good for the entire community to have a list. I'll try to compile the list over time and update this post with line items that over time we can cross off and give tutorial links for people. I'll start with the first tutorial I did that was requested. Aggor, I know you are around here somewhere. Can you point me to all your tutorials and I'll link them here. I feel like the more places we have these things the more likely they will get seen. I know these forums don't really get sticky'd ever but it helps. I know we have Steam guides, which we can link to here, but not every version of LE is on Steam so there will be people coming here to look for tutorials and not Steam. For more general tutorials please check out: http://www.leadwerks.com/werkspace/topic/6217-c-lua-and-android-tutorials/page__hl__tutorials Teleporting (https://www.youtube.com/watch?v=dTaSP1fKD7c&feature=youtu.be ) Moving platforms (http://www.leadwerks.com/werkspace/page/tutorials/_/moving-platforms-r50) Simple Doors (http://www.leadwerks.com/werkspace/page/tutorials/_/simple-doors-r51) FPS Controller (http://www.leadwerks.com/werkspace/page/tutorials/_/adding-an-fps-controller-r52) Switches and Doors (http://www.leadwerks.com/werkspace/page/tutorials/_/switches-and-doors-r49) Enemy Spawning ( ) Jump Pads (http://www.leadwerks.com/werkspace/page/tutorials/_/jump-pad-tutorial-r54) Inventory HUD Save Game (https://www.youtube.com/watch?v=5WmwNyTlbZE&feature=youtu.be) Ragdoll Rain/Snow Voxel Cut Scenes Align model to ground Wind blowing player Switching Maps (https://www.youtube.com/watch?v=FBFNbZxoAC8) Double jump Ladders Different sounds when walking on different surface Weapon pickup in FPS (https://www.youtube.com/watch?v=VWBGtJ7NQ4Y) Gravity Gun Replay Jet pack for character Slow Motion Bullet Impact Basic AI (http://www.leadwerks.com/werkspace/page/tutorials/_/ai-and-events-r47) Security Camera Render To Texture (http://leadwerks.wikidot.com/wiki:render-to-texture-security-cam) 17 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted January 9, 2014 Share Posted January 9, 2014 Good thought. I would also mention to first check the existing tutorials here: http://www.leadwerks.com/werkspace/page/tutorials/ Quote Link to comment Share on other sites More sharing options...
Rick Posted January 9, 2014 Author Share Posted January 9, 2014 Good idea. I added a few that I thought were more gameplay related. In this thread I'd like to try and focus on more gameplay related tutorials. Using physics is a good tutorial, but it's not really anything gameplay related. So what are some common gameplay related things that exist in todays games that people might want to know how we could do them in Leadwerks? Quote Link to comment Share on other sites More sharing options...
Marcus Posted January 9, 2014 Share Posted January 9, 2014 Here are some off the top of my head: Enemy Spawn Points Melee Jump Pads Inventory Quote Link to comment Share on other sites More sharing options...
ChrisV Posted January 9, 2014 Share Posted January 9, 2014 Well, here are a few suggestions for future tutorials, which i think are important for (almost) every game you'd create. - The first one (maybe not really related to 'gameplay'), would be GUI/HUD integration. Pretty much every game needs a HUD or GUI, and i haven't seen any tutorials on that yet. What about a tutorial that explains the basics of setting up a HUD/GUI which then people can expand upon? Also, if possible, both in C++, as in LUA. I would prefer LUA myself, but i'm sure others prefer C++ instead. - What about tutorials or templates for specific gameplay? Such as a basic template for platformers/sidescrollers, space shooters, top down strategy games, etc...? The templates/tutorials could be used as basic start projects, but would also be usefull to gain some knowledge on how to set things up. - Another suggestion: scripts (LUA and/or C++) for spawning (enemy or player), bullet/weapon impact (particle creation, sound playing, etc...on impact), basic A.I., etc... Basically, any script/tutorial that can help in game(play) creation would be very usefull. They would help getting newbie game developers started, while seasoned developers could learn a few tricks here and there, and it would help to get more games created with Leadwerks, which would then in return be good for the engine/community. Cheers Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
Rick Posted January 9, 2014 Author Share Posted January 9, 2014 Added a few more. I want to stay away from the mini-games. Those tutorials could take a long time to follow/watch. I more want to make quicker tutorials that show various pieces of how one could do gameplay. There will be many different ways to do the things listed here though. 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted January 9, 2014 Share Posted January 9, 2014 Even before I read your post I was going to suggest making these quick and to the point. Thorough tutorials are fine but I personally find things like the code examples and snippets incredibly valuable in large part because they're to the point and there isn't any fluff or unnecessary code to wade through and try to figure out. Tutorials shouldn't show off or be complex. The more time someone needs to devote to figuring out what's going on, the higher the chance that they'll abandon the tutorial in frustration. If the video needs to be longer, break it into sections. Achieve the basics then build on them in layers. Just my thoughts but my patience and attention levels are also rather low. 3 Quote Link to comment Share on other sites More sharing options...
aarrowh Posted January 9, 2014 Share Posted January 9, 2014 Something I think would be hugely helpful is a short tutorial on importing gameplay objects(Like weapons) and creating prefabs out of them. I've been having a bit of trouble with that in particular(Could just be me.. ) 1 Quote Link to comment Share on other sites More sharing options...
Kavex Posted January 9, 2014 Share Posted January 9, 2014 Bookmarked! Quote Steam Profile /r/Leadwerks Link to comment Share on other sites More sharing options...
Guppy Posted January 9, 2014 Share Posted January 9, 2014 RTT / multiple cameras - to get the security camera effect, or portals for that matter Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
DudeAwesome Posted January 9, 2014 Share Posted January 9, 2014 I just bought the Indie Edition yesterday on Steam and I would like to see some tutorials like: - how to implement own shaders - how to use Physics/Collision - how to implement own interfaces - a way to implement A* pathalgorithm - how to yous floweditor and how to create input/output functions Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
Kavex Posted January 9, 2014 Share Posted January 9, 2014 why not upload them too http://steamcommunity.com/app/251810/videos Quote Steam Profile /r/Leadwerks Link to comment Share on other sites More sharing options...
DudeAwesome Posted January 9, 2014 Share Posted January 9, 2014 why not upload them too http://steamcommunity.com/app/251810/videos not everyone using leadwerks from steam. this forum is more central for tutorials i guess Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
Rick Posted January 9, 2014 Author Share Posted January 9, 2014 why not upload them too http://steamcommunity.com/app/251810/videos Because Leadwerks versions aren't all Steam related. This indie version is, but the other versions will be coming out soon and as far as I'm aware they aren't all going to be Steam related and all of these tutorials will work on those versions also. I love the indie Steam version, but I don't like that it splits where people go for Leadwerks related information. My personal preference is that this site still remains the main place for forums, tutorials, assets, but we'll see what happens. Also, last time I checked, yesterday, I couldn't make videos there 1 Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 9, 2014 Share Posted January 9, 2014 Hey Rick, This topic contains all the C++, Android and Lua tutorials I have made on my youtube channel: http://www.leadwerks.com/werkspace/topic/6217-c-lua-and-android-tutorials/page__hl__tutorials Tutorials Getting Started (C++ and Lua) Models (C++ and Lua) Shapes and Physics (C++ and Lua) Sound (C++ and Lua) Free look and Spectator Camera (C++ and Lua) Raycasting (C++ and Lua) Animation (C++ and Lua) First Person Camera (C++ and Lua) Third Person Camera (C++ and Lua) Introduction to Lua Classes in C++ Introduction to Android Saving and Loading Pathfinding Flowgraph editor 5 Quote Link to comment Share on other sites More sharing options...
RogueBot Posted January 9, 2014 Share Posted January 9, 2014 Wow just wow, you guys are awesome! *Kicking dirt waiting for the engine to be released* Quote Link to comment Share on other sites More sharing options...
nate066 Posted January 9, 2014 Share Posted January 9, 2014 Im doing a tutorial on jump-pads right now should be out later today. Quote Link to comment Share on other sites More sharing options...
Rick Posted January 9, 2014 Author Share Posted January 9, 2014 Sweet! Thanks nate Quote Link to comment Share on other sites More sharing options...
Marcus Posted January 9, 2014 Share Posted January 9, 2014 Along the lines of render-to-texture, how about a portal gun? 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted January 9, 2014 Share Posted January 9, 2014 Yes! And I think shadmar or tjheldna or someone already did this with 3.0. Quote Link to comment Share on other sites More sharing options...
nate066 Posted January 9, 2014 Share Posted January 9, 2014 Here's the jump pad tutorial 4 Quote Link to comment Share on other sites More sharing options...
Marcus Posted January 10, 2014 Share Posted January 10, 2014 Bravo! I also experience issues with scripts unattaching. Not quite sure what is causing it. Quote Link to comment Share on other sites More sharing options...
Marcus Posted January 10, 2014 Share Posted January 10, 2014 So I took a slightly different approach than you. I actually check for the entity type and have the scrip attached to the jump pad itself. Script.x = 0 --int "X" Script.y = 0 --int "Y" Script.z = 0 --int "Z" function Script:Start() self.enabled=true end function Script:Collision(entity, position, normal, speed) if self.enabled then self.component:CallOutputs("Collision") if entity.script.entityType == "Player" then entity:AddForce(self.x, self.y, self.z) end end end Quote Link to comment Share on other sites More sharing options...
Era Posted January 10, 2014 Share Posted January 10, 2014 So back during the end of the kickstarter campaign I started working on a C++ framework. I had stopped working on it while I am waiting for the 3.1 full SDK to get released, but you can check out what I have here https://bitbucket.org/whearn/cppframework if you are so inclined. Quote Link to comment Share on other sites More sharing options...
nate066 Posted January 10, 2014 Share Posted January 10, 2014 So I took a slightly different approach than you. I actually check for the entity type and have the scrip attached to the jump pad itself. Script.x = 0 --int "X" Script.y = 0 --int "Y" Script.z = 0 --int "Z" function Script:Start() self.enabled=true end function Script:Collision(entity, position, normal, speed) if self.enabled then self.component:CallOutputs("Collision") if entity.script.entityType == "Player" then entity:AddForce(self.x, self.y, self.z) end end end Yeah thats a great way of doing it to. It just depends how you want to set it up on the player or jumppad side. I would choose player side for small games and for larger games i would use the jumppad side. There's not really a difference it really just your own personal preference. Quote Link to comment Share on other sites More sharing options...
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