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I think I've finally finished my approach in input for my project. This is the final result.
//========= Copyright Reep Softworks, All rights reserved. ============//
int main(int argc, const char* argv)
auto window = CreateGameWindow("GameTemplate");
auto world = CreateGameWorld(window);
Over 2 weeks ago, I released a small demo showcasing my project's core gameplay on the Leadwerks Engine. Although I'm happy with the demo; it's a good landmark for the project, but it can be better visually and functionality. I learned a lot of new information about the engine on how to better optimize it, multiplatform diffrences, and I grew a slight hatred to a certain brand of GPUs. But the demo on the Game Launcher to me was a success.
The stand-alone version in my opinion was a bit sha
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
Note: This is pretty much a copy and paste from this post here with a few tweaks.
After 3 years of planning, modeling, texturing, and a lot of engine hopping, I was able to create a playable demo in the Leadwerks Engine for Windows and Linux (Debian/Ubuntu/Mint). You can download the demo from this page. A small demo was created not only to test the basic elements of the game in the new engine, but to also give back to those who have been supporting this project since I started talking a
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
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 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
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,
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
Leaks of games happen, and they still happen. You can spend months and months working on your game, only for a server attack or the wrong person to share it with their buddies; which then goes public accidentally, (or intentional). Having an unintended work in progress build out there can give people the wrong idea about your game because there are people out there who think the development process is pretty straight forward.
Let's take a look at the Half-Life 2 leak. The game, and the entir
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
I've been reading and posting here and there on the forums for quite some time now, and being that my current project is taking shape, I think it's time that I introduce myself, and in the next post, I'll share some goals of my project.
As a Kid, I've had an interest in game development with my hundreds of hours I put into RPGMaker 2000/XP. At that time, I was mostly inspired by The Legend of Zelda series and other top down games that could be made in the program.
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.
After the release of the Vectronic Demo, I started to seek out how to make the game to be able to stand-alone without any additional launchers, batches, or required installations. Shortly after my last blog post, Josh informed me about Inno Setup, and it answered my questions about providing OpenAL if the user did not already have it installed. More about that here. I haven't played with it yet, but it gave me insurance about packaging it up for the final release down the road. Alternatively, St
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 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
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 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.
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
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
Loading sounds in Leadwerks has always been straight forward. A sound file is loaded from the disk, and with the Source class emits the sound in 3D space. The sound entity also has a play function, but it's only really good for UI sounds. There is also Entity::EmitSound() which will play the sound at the entity's location. (You can also throw in a Source, but it'll auto release the object when it's done.)
While this is OK for small games, larger games in which sounds may change might mean y
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
Premake is multiplication project maker.Unlike CMake, it simply generates a project file for the given IDE giving you a clean result. You only need the one light weight executable and a lua script for this to work. I've spent today setting it up with Leadwerks. I haven't tested Linux yet, but it should work.
My premake5.lua file:
g_LeadwerksHeaderPath = "./Engine/Include"
g_LeadwerksLibPath = "./Engine/Libs"
-- Include Directories
As you may have known, I've been dabbling with input methods for a while now using SDL2. Since then, I've learned how to do similar functions using the Leadwerks API. The goal was to make a inout system that's easily re-bindable, and allows for controllers to "just work". My first research of a goof system comes from a talk at Steam DevDays 2016 as they discuss how to allow integration with the Steam Controller.
My thought was: "If I can create my own Action System, I can