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"Pumpkins in Space" worklog

Posted by Josh Klint, 29 October 2014 · 230 views

I've got my models and a little time to put this together, so I am starting on my Halloween Game Tournament entry now.  This will be an exercise in speed-developing!

Basically, I just want to make a game where you fly a ship through an asteroid field...


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Halloween Week is Here!

Posted by Josh Klint, 27 October 2014 · 277 views

It's the week of Halloween, and we've got a lot going on!

Halloween Game Tournament II

The Leadwerks Halloween Game Tournament is nearly here.  Rather than a competition, this is a co-opetition.  Everyone who publishes an entry to the...


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Leadwerks 3.3 Beta now available on beta branch

Posted by Josh Klint, 21 October 2014 · 467 views

The beta of Leadwerks 3.3 is now available on the beta branch on Steam.

Two new entity classes that extend the model class are present.  Sprites are a quad that can face the camera, a specific direction, or can rotate around one axis.  These are useful for lighting effects and the axis rotation is great for making laser beams or tracer rounds.

The...


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Workshop Design

Posted by Josh Klint, 19 October 2014 · 411 views

The Workshop system is a great way to share content, but I've come across some limitations.  Most of these have to do with the use a "virtual" file system (using Workshop package IDs).
Scripts and shaders can't be debugged because these systems expect a file path.  With Workshop files, there is a file name and an ID number.  This...


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Game Scripting is Hard

Posted by Josh Klint, 17 October 2014 · 544 views

As I finish up the FPS Weapons Pack, I am struck by just how much work it takes to build a game, beyond the engine programming.  I wrote Leadwerks, and it still took me several days to script the behavior of these weapons.  I also had the advantage of being able to add new entity classes, as I needed two new entity types to complete the task: LensFlares and...


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Low-level vs. high-level

Posted by Josh Klint, 14 October 2014 · 416 views

The Leadwerks community tends to be a pretty mature, technically astute one.  This is great because it's easy to get good feedback and help, but we do tend to suffer from a tendency to focus on low-level details. This can cause problems with it delays projects, sometimes infinitely.  If all we do is keep reinventing the wheel we'll never get to the...


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Early access to some 3.3 features

Posted by Josh Klint, 09 October 2014 · 333 views

A launch option has been added to Leadwerks on Steam that allows you to launch the Leadwerks Game Player outside of the editor.  When you launch Leadwerks Game Engine from Steam, a dialog box appears and lets you choose whether to run the editor or the Leadwerks Game Player.  (If you just launch the app from a desktop or start menu shortcut, the editor is...


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Weapon switching logic

Posted by Josh Klint, 01 October 2014 · 324 views

I'm working to add weapon switching to the player script.  A weapon in the map consists of two important parts.  First, you need a pickup weapon that tells the player they have a certain item.  Second, you need the visual weapon that is displayed onscreen, along with the various settings that make that weapon unique.

It's a simple thing to program,...


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FPS Weapons Pack on the way

Posted by Josh Klint, 29 September 2014 · 441 views

Based on the excellent sales of the SciFi Interior Model Pack, I was able to get a deal to sell a new pack of high-quality first-person weapons.  The following items are included:
  • Pistol
  • Combat shotgun
  • MP5 Machne Gun
  • M4 Rifle
  • Grenade
  • Machete

Weapons are included as...


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My Game Entry

Posted by Josh Klint, 16 September 2014 · 329 views

Since it's not a competition, I'm actually going to enter the game tournament and publish a simple game to the Workshop.  The game will be a third-person corridor space shooter like Starfox in which you simply shoot and dodge meteors.  There are two types of meteors flying at you; red ones can be shot, whereupon they break into smaller pieces that...






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