Jump to content
A new update for Leadwerks Game Engine 4.6 is available on the default branch. This fixes a physics bug that would cause boxes to float into the air after the player stepped on them.
Subscribers can now download my current revision of the Turbo Game Engine design document in the private forum here:
Here are a few excerpts:
The document is still evolving so expect changes and updates.
File type : File.rar.
Size : 15 Megas.
Executable : Pawn.exe
Windows Operating System.
Mouse and keyboard.
Control the character : W, S keys, Space and camera rotation with the mouse. Space key to jump and with the shift key run.
Special key : E key, to interact with the boxes, wheel mouse click to establish if a box is kicked or transported.
Notes : The player starts with 10 units of energy, which is exhausted only when running and walking, spending
Luawerks has been updated to 1.2.8, making some small adjustments and fixes to the system. If you have previously purchased Luawerks, this update is available for free on the Leadwerks Marketplace.
Following changes include:
Fixed GUI code for Leadwerks Game Engine 4.6
Removed the feature "allowfullscreenfromeditor" as it was causing conflicts with fullscreen.
Added ignoreeditorwinsettings bool setting to force the game to ignore editor launch settings.
My last NASA project is complete. There's a physics bug in Leadwerks 4.6 that will get resolved this weekend. Starting Monday I am going to focus on the new engine again and move us forward so we can release in 2020. I am really looking forward to getting back in the game.
Thought I'd show off what I've been working on this weekend. I have implemented procedural grass as found here at Outerra. There is still more work to be done on it but so far it looks promising.
The stacking of boxes has been successful, this is thanks to the system that has been implemented, kicking the box, carrying a box, and releasing a box.
You could make things better, more realistic, such as when the kick and that the tip of the foot of the character to touch the box is flying, but the truth does not matter is just a simple game.
At this point everything has been a challenge, and what is done at the moment is just an immersion learning process in the set of tools that L
Despite the obstacles you continue with this, a challenge of making a video game, and on the basis of this come a number of questions. Why do you do it?, What do I get from this?, the truth is nothing, nothing matters, for some reason with the passage of time, I've noticed and I think I've already said it once, this is a hobby, that if it ends in something, it would be great, but if it doesn't, everything is fine.
The inconveniences at the moment, the ban of the steam account, I think it wa
The new game engine needs to roll out with some top-notch examples showing off what it can do. Here's what I want:
Offroad racing game
Space shoot-em-up side-scroller.
Side-scoller platformer similar to the Contra Playstation game.
Now what I can use your help with is finding good example games on YouTube or Steam that I can start designing these samples around. Post your ideas below!
Leadwerks Game Engine 4.6 is now available on Steam! This free update adds Steam peer-to-peer networking, lobbies, voice chat, and more. A new multiplayer game template makes it easy to get started with your own multiplayer games, adding new depth and interactivity to the fun.
We've also added over 100 bug fixes, making this the most stable release ever to build your game on!
New parameters for bet
This is something I typed up for some colleagues and I thought it might be useful info for C++ programmers.
To create an object:
shared_ptr<TypeID> type = make_shared<TypeID>(constructor args…)
This is pretty verbose, so I always do this:
auto type = make_shared<TypeID>(constructor args…)
When all references to the shared pointer are gone, the object is instantly deleted. There’s no garbage collection pauses, and deletion is always instant:
auto thing = m
An update is available on the beta branch on Steam with a few bug fixes.
I'm going to release 4.6 with the current features because a lot of bugs have been fixed since 4.5 and we're overdue for an official release. 4.7 will add a new vehicle system, character crouching physics, and some other things, and will be out later this year.
I have not gone in several years because everything we were doing revolved around Steam, and it just didn't seem very important. But this year I had some business to attend to so I spent the last three days in San Francisco.
I still have a lot of friends in the game industry, and the reaction to my plans for the new engine was very positive. A few years ago people would have groaned at the idea of another engine, but it seems they are now bored with technology and very open to something new
Workshop car "Turbo car for Le 4.6 free" - Uploaded in the Workshop
Better optimization for the workshop car released. And possibility to custom the car, feel the difference of the configuration when driving.
For Le 4.6. with world:update(4) added to the main script
Here is a demo video about the new optimization:
Here are the properties that allow to change the car:
- The Drive Factor makes the car drive feeling more or less heavy: With a
I have taken up my project called Pawn, inspired by that chess piece that has the lowest rank in an army that seeks to defeat another in this strategy board game.
The game aims to solve puzzles with the character who from my point of view looks like a pawn, at least in his round head. Where you will have to find out how to open a door and things like that.
At the moment the mesh has no animations, and will have them in the future, for now I'm going to focus my efforts on
A new update is available on the beta branch on Steam. This adds numerous bug fixes. The Linux build of the editor is compiled with Ubuntu 16.04 and the engine libraries and executables are compiled with Ubuntu 18.04. Linux users, please let me know how this works for you.