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Project OLED: Arcade game tutorials

Posted by AggrorJorn in Aggror's Blog, 09 April 2017 · 0 views

I am currently looking into some 2d basic/arcade game tutorials which might follow up on the OLED project once all the lua basics tutorials are done.

Think about games like:
  • Minesweeper
  • Tetris
  • Pong
  • Bejeweld (match 3)
  • Asteroids
  • Snake
  • Arkanoid (breakout)

Minesweeper is already...


You're Making your Visual Studio C++ Projects Wrong

Posted by Admin in Leadwerks Company Blog, 06 April 2017 · 0 views

Visual Studio gives two options for creating C++ applications.  Console applications use printed text to communicate with the user, harkening back to the pre-GUI days of DOS.  The other option is a windowed application with a GUI interface, simply called "Win32 Project" in the Visual Studio project creation dialog.



Documentation Revision

Posted by Josh Klint in Game Development Blog, 29 March 2017 · 0 views

The new docs system is mostly working now:

Treeview list of all tutorials and API classes and functions.
Alphabetical index (generated automatically from the table of...


EvayrNet: Debugging functionality

Posted by Evayr in Evayr's Blog, 29 March 2017 · 0 views
EvayrNet, C++, Networking

Hi! It has been a while. Here's an update on my networking library EvayrNet which is available for C++ users of Leadwerks:

While implementing it into the test project in Leadwerks, I saw that the use case had some flaws which made it really hard to debug what's going on. I figured that I should be spending some time on fixing some flaws. After...


Little walk in forest

Posted by Marcousik in Marcousik's Creations Blog, 27 March 2017 · 0 views

Forest with different models using the vegetation tool:




The inelegant process of implementing blend shape motion capture facial animation into Leadwerks

Posted by brndx in Enshrouded World, 08 March 2017 · 0 views
facial, animation, motion and 3 more...

The inelegant process of implementing blend shape motion capture facial animation into Leadwerks In an effort to further boost production values and the general quality of the cinematics in Enshrouded World I implemented facial animation for the characters and as the title suggests rather inelegantly.

Below is one way of going about implementing facial animation but it's most likely not the best.

- Sift through thousands of frames of...


A C++/LUA bridge Class

Posted by Roland in ZERO, 05 March 2017 · 0 views

I have made a small class for helping with reading and writing parameters between C++ and LUA and also calling LUA functions from C++. I'm sharing this little thing here.

Using the class is quite simple as shown below

LUA - part

C++ - part

I have included is a test...


Top 10 celebrities who use component architecture!

Posted by Rick in Rick's Blog, 25 February 2017 · 0 views

The last blog I posted was Nov 2013. The blog section seemed stale for for a week or so so thought I'd share a change in design I recently did for our Dead Anyway game to spark conversation and ideas.

Our player script was just getting too massive and was doing too many different things directly inside of it. Adding features or modifying existing...


Object's dimension in Blender and Leadwerks

Posted by tipforeveryone in tipforeveryone's Blog, 17 February 2017 · 0 views

It should be great if you can create a game world which has exact real-life object's dimensions. If you are using Blender to make game props for Leadwerks, these are some simple steps to help you archive the dimension match up.

Step 1:
- In Blender, go to Properties panel > Scene tab > Unit group
- Choose "Meters" from list.


Looking further

Posted by aiaf in Structura devblog, 10 February 2017 · 0 views

Ive decided to plan better and fix milestones so i can actually finish this game, the main problem is lack of time.But i have patience.

I got a domain and in the process to setup a website and a blog.The plan is to have a small release every 15 days.
Will see how it goes, it would be nice to work full time on this but not possible at this time, still have...


One More Day - Performance Updates

Posted by xtom in xtom's Blog, 05 February 2017 · 0 views

One More Day - Performance Updates One More Day - Performance Updates

So it’s been a while since my last blog update on One More Day but recently I had a look to see if I could do anything with improving the performance of the game. As it turns out there were still some optimisations to be made that have helped boost performance.

V0.1.6 on the Game...


Devblog #2 - Release date confirmed, last level finishes up.

Posted by lxFirebal69xl in lxFirebal69xl's Blog, 27 January 2017 · 0 views

After going radio silent for a week I return with some really, really good news.

First and foremost, the last level of the first episode is finished, I'm currently testing it out and seeing if I can break it before I upload a beta build to steam. After a couple days of it being there, if there aren't any issues, I will be launching the game on...


Spinguins - The Invasion of the Snowmen

Posted by Dragonfreak in Dragonfreak's Blog, 15 January 2017 · 0 views

It's finally done!

You can find it here on the workshop:

And now i'm going to share a bit about the progress of the last few weeks, stick around if you like :)

I'm so glad i made it in time, there...


Generating Code with Rails

Posted by martyj in martyj's Blog, 12 January 2017 · 0 views

In my day job I get a lot of experience with different technologies. Mostly related to mobile or website, but there is a lot of bleed over in the game industry. I've done a few Ruby on Rails applications, it's not my primary toolbox, but it has some benefits. Mostly the ease and speed of development.

I switched to using Ruby on Rails for the data...


Ball Hopper (Winter Game Tournament 2016)

Posted by Brutile in Brutile's blog, 06 January 2017 · 0 views

Ball Hopper (Winter Game Tournament 2016) I've finished the main concept of my game "Ball Hopper", which you can play at http://www.leadwerks.com/werkspace/page/viewitem?fileid=831630240

It was inspired by CS:GO surfing and the Impossible Game and your...


Devlog 4 - XO Arena

Posted by jen in jen's Blog, 31 December 2016 · 0 views

Posted a new blog after a long break. Read the short blog here: http://noice.club/index.php/posts/xo-arena-crunch-time

Posted Image


LW: Prologue - Uncut Update in the works

Posted by DoomSlayer in DooMAGE's Blog, 16 December 2016 · 0 views


More stuff will come in the next version, my objective is to improve the Prologue to use as a demo for a Greenlight campaign to the next chapter.  Much of the work this week (besides fixing stuff) was to detail the scenes a bit more to help you guys understand the water flood and how deep  the water is.

I removed the cars of the starting area,...


Ludum Dare 37 (and Ludum Jam)

Posted by mdgunn in mdgunn's Blog, 09 December 2016 · 0 views
game jam, ludum dare

Ludum Dare 37 starts in 12 hours (as I type this)


Most of you probably know (I think), but Ludum Dare is a game dev competition where you have to complete a game in 48 hours from scratch (no externals assets I think).

The JAM portion of...


[Example] Some kind of arrow

Posted by aiaf in aiaf's Blog, 05 November 2016 · 185 views

Draws a box from one vector to another.
To be used as some kind of arrow.

Need feedback if its a better way to do this, but so far seem to be ok for my purposes.

Example usage:
ArrowUi *t = new ArrowUi(Vec3(0.0, 0.0, 0.0), testshadow->GetModel()->GetPosition());

class ArrowUi {
    Model *model;
    Entity *pivot;


Reorganizing and Defragmenting

Posted by reepblue in reepblue's Blog, 27 October 2016 · 195 views

After I've returned from Steam Dev Days, I caught a terrible cold, so my first week home was unproductive when it came to LEX or Blue Portals. But besides that, I had a great time! I mentioned briefly in my last blog post before I went that I was giving LEX some...