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While we have Leadwerks today to make our apps, Turbo is currently in development. To make my projects more long term, I decided to take a step back from my VR project and create a wrapper class that apps can use to more easily transfer to the new engine. Keep in-mind, this doesn't cover everything and I'm used the last beta from November for testing so things can change. Regardless, as long as that bridge is made, I can always go back and edit the Turbo stuff as more things come online. The go
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.
The Leadwerks API has standard Boolean functions that detect when the end user has pressed a key. While this is very simple and easy to understand, the issue comes when you wish to support binding of actions. Instead calling functions when a certain key was pressed or held, a better way to detect key events is to assign a key to an action. (e.g: Is the Jump key pressed). In Luawerks, I've written an action script in which returns the window call if the key defined in the user's settings is hit.
Luawerks has been updated to 1.2.7, 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. Please note: Luawerks is not ready for Leadwerks 4.6 and it's recommended to use Luawerks with Leadwerks 4.5.
Following changes include:
Added an optional Map selection menu. "New Game" will default call a panel in which all the maps in your Maps directory will be listed, Note: This will
Luawerks has been updated to 1.2.6, 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 flag typo correcting LUAWORKS to LUAWERKS
Moved error.mat/tex to the Materials/Common folder
Added a useuisystem boolean to disable the menu,
Adjusted VR mode not to call any UI elements.
At this time, this update is only exclus
Luawerks has been updated to easily transform any game into a Seated VR compatible one. All what's needed is the application to be launched with "-vr". All what has been added is the tweak discussed here.
While Luawerks isn't really ideal for Room scale VR, seated on the other hand works better. The center tracking call gets called every time the game gets unpaused. At this time, the UI doesn't work with VR. Keep in-mind that there might be some tweaking to your game to make it 100% VR com
It's been quite a while since I posted here. All is well, and I now have some time to talk to you on where I've been and what I wish to do in the future.
I started a job back in August and my enormous amount of free time dwindled to a few hours a day. However, I now have an income to support myself and buy new toys. I wanted to get into the Linux ecosystem and further distance myself from the Windows world. So for about $300, I've built a PC with an i3-6100, 4GB of DDR4 Ram, put it in a Min
Luawerks has been updated this morning, making the console more responsive and a new tab for the Options Menu for user's to bind keys to actions.
Actions have always been part of Luawerks, but until now, there wasn't really a motive to use them. Now, the Action class look in the config to check what key the user binded to that action. You can read more on how this works here. Like the console, this may be improved more in the future.
Luawerks is a Lua framew
Luawerks has been updated for Leadwerks 4.4, taking advantage of the new GUI system while adding new features and commands that allow you to develop your game better.
Developer Console Refresh
The Developer Console is the stable of the framework. Thanks to the GUI, you can now scroll through your history, highlight, and move the cursor around! Page through your history using the Page Up and Page Down keys! Having a console is vital for development as it allows developers to chan
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 reorganizing and defragmenting. This blog post, I'm going to go more into detail.
LEX2 has a lot of things going for it. The developer console is really handy, the AssetManager prevents crashes and has the ability to pre-loads things
Very happy on how everything is coming along. Blue Portals: Anniversary Edition development is going a tad slower than I wanted it too, but it's coming along nicely. We've finally shipped that
in late August, and the mod made even more progress since. We just got some unknowns to work out like voice acting and music. I got some puzzles in the pipeline, and the mod right now has 11 playable maps.
LEX2 is getting re-organized. I went back to the CMD window based dev console as I plan on add
Crawler's Den is a demo I made for the Summer Games Tournament this year. You can grab it here. This blog I'd like to share my reflections on developing the project on LEX2 and Leadwerks in general.
When I started the project, my template had no animation manger, and the puppeteer system was just coming online. The goal was to recreate the AI and Events map and write the entire thing in C++. Not only to test the puppeteer system and my ideas on how to link said puppeteers to the flowgraph,
I've started on my quest to make a full C++ has started today. I've noticed that LEX2 via the project manager didn't copy over as clean as it should, so I had to make the project from scratch which wasn't a big deal (for me). I should look into a way of getting that fixed.
After setting the project up, I noticed a few errors I was getting after I commented out the LUA_GAME preprocessor. It was a quick fix, and development went under way after that.
For this project, I'll need things tha
I wanted to give you an update since this blog post and let you know how well (or not) I'm following those plans.
Blue Portals: Anniversary Edition (Skip this if you don't care..)
Sunday I pushed a long over due push to Steam for beta testers to play and give feedback. I don't like to push to Steam often as my connection isn't that strong so any uploads bigger then a few megabytes causes an upload failure, I usually split updates into multiple pushes to prevent such problems but sometime
Through out the Leadwerks community you'll find two types of users. You'll find a large portion of the community using lua, and a small dosage of them using C++. This makes sense as people are more often going to purchase Leadwerks without any DLCs (including the Professional Edition), and get into developing. From experience, Leadwerks at the moment puts it's primary focus on Lua scripts with it's script editor and debugger, flowgraph editor, and the script property system. Everything is pretty
It's been over a year ago since I've released the Vectronic Demo using Leadwerks. The demo was composed of assets I've made ported from the Source Engine and my lack of understanding of the API and lua scripting at the time. (I'm used to coding everything in C++) As of writing, it has 1,221 subscribers on the Steam Workshop, 25 out of 26 positive ratings, and is the second most subscribed item! So there is sigh that this as a MVP (Minimum Viable Product) was a success. And again, the Game Launch
For the past few months, (on top of working on my greenlit mod) I've been developing a new foundation for Vectronic that will take care of all the 'internal yucky bits' such as window/context/world management, and other features and functions. I really wasn't happy how the first implementation came out as I felt like I was taking too much from the developer, and it was messy and confusing to do something simple like adding a loading screen.
LEX2 is more lua friendly, not bloated with scripts
If you join the beta branch and updated your projects, you'd probably noticed that the low res Leadwerks 2 icons have now been replaced with high resolution ones that match the rest of the user interface. Decals, Particles Emitters, Cameras, and Probes now have their own icon, and you can tell all entities apart just by looking at them.
I've originally made these a while ago when I noticed that each entity had it's own material and texture, but most of them just recycled the pivot icon. I've
With the recent popular substance shader by Shadmar, more talk and focus has been about cubemap reflections surfaced in the community. Reflections in Leadwerks were done in the past with the SSLR post process shader which made all surfaces reflect the world in real time.
However, it had the following problems:
It was applied to ALL materials in the scene. If you had a material that wouldn't normally reflect such as concrete or wood, the shader would still effect those materials. B
Sorry for the whole week of silence, I ran into quite into a number of issues the previous weeks, but I'm ready to talk about them more, and how I it got resolved.
Newton Physics (Or how Leadwerks uses this physics engine) has a problem when a non-physics object collides with a physics object. You expect that if a entity using the Move() function would use it's own shape to push anything out of the way. What actually happens is that since the entity has no mass, the entity pretends the physi
I almost let a whole week go by without writing a blog, ahh! I've been doing a lot of thinking and experimenting over the last few days, and talking to other people about Vectronic.
Last week, I talked about improving functionalities of the pickup system and the platforms. Although the pickup system is near done, the platform system, well they need work. I made a topic about them here, and kind of left me on a stand still on the project because I see them as a vital piece of the game, and th
Besides fixing the UV's for the VecDispenser, Adding in the box model, and some added sounds thanks to ThirstyPanther, most of the work this week was done with adjusting scripts so that the game as a whole plays better.
Picking Up Objects
Last week, I mention that I adjusted the pickup system so that it will auto center the object when it's picked up. While the stock code for the pickup system is good for occasionally picking up objects, in Vectronic, you're gonna be picking up boxes
Another week, another weekly report. Vectronic is going more smoothly then ever before taking things one at a time, and just shelling out maps and ideas quickly. Last week, I did a few improvements with how the player picks up objects, and fixing the issue of shooting projectiles through objects. I did not shell any more maps because I thought it would be better to focus on a small amount of puzzles at a time, perfecting them before making more maps. For this, I needed help.
As of this week,
As I mentioned in my previous post, throughout my time of developing Vectronic on the Source Engine, the project never had more than four maps because so much time and worry was focused on the concern of how it's going to look. While the overall art style, and the balance of visual noise is importation for a project like this, I was spending more time on this than making more maps and puzzles.
I decided to once again start from scratch and only focus on the maps and gameplay for the time bei
After a whole summer of working on the LEX template, and learning new things about the engine, I'm happy to say that Vectronic will soon be back on track in full development!
Before I go into full detail, I wish to mention that the Vectronic Demo has been updated with Josh's optimization edits, and the VecBall has a new effect I've made during the development of LEX. If you had sluggish performance before, I recommend you check out the update!
Now that I've got a nice foundation with a m