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Component Based Engine design

Besides making tutorials I am also working on my own project. It is my biggest one yet, but I think I have enough knowledge to get at least really far. Right now I am building my own engine on top of Leadwerks 3. The entire project is written mainly in C++.   Component Based engine design. Since Leadwerks is very flexible you can do a lot of different things with it. The Lua scripts in the editor are a good example of component based design. However if you switch to C++ you don't have this d

AggrorJorn

AggrorJorn

SplineTools update 1.04: wires

Now that the steam updating works again, the Spline Tools 1.04 package has been uploaded on Steam. Update 1.04 This version contains some updated maps for Leadwerks 4.5. The moving platforms map unfortunately is not working properly and will have to be sorted out. Wire splines added.  Wire splines can be used for creating wires, cables or rope. By default, wires have no physics. Physics can be added as static shapes by selecting the wire type

AggrorJorn

AggrorJorn

Project OLED: Arcade game tutorials

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 finished:     Replicating all these games myself gives a great indication on their complexity, even for arcade games. Grid based games like minesweeper, bejeweled and tetris are the easi

AggrorJorn

AggrorJorn

Return to the Zone

Back in 2010 Josh, creator of the Leadwerks Engine, asked Dave Lee to create a part of the exclusion zone. 7 years later, this project has been revisited and rebuild. Original footage from Leadwerks 2.3   With Leadwerks 3 I asked Josh if I could convert the assets to the new engine. Most assets were uploaded to the workshop, but they lacked proper physics, materials etc. Back then the Leadwerks 3 engine didn't have the vegatation editor and no deferred renderer. So build

AggrorJorn

AggrorJorn

Visual Studio Code for Leadwerks

I have been using Visual Studio Code for a couple of years now and it is my defacto text editor next to Notepadd++. I mainly use it however to write Lua scripts.  Opensource Lightweight Cross platform Completely adjustable hotkeys (or automatically map from Visual Studio: https://marketplace.visualstudio.com/items?itemName=ms-vscode.vs-keybindings) Fully customisable theming (with standard themes included) Supports all major languages. Lua is supported

AggrorJorn

AggrorJorn

3 weeks of Leadwerks 3

In follow up to Andy, I also want to do a little blog on my experience with Leadwerks 3 so far. The first week after purchasing I didn't have much time to spend on it. Luckily after that week, there was quite some time left for the start of a new adventure.       Lua In contrary to Leadwerks 2.3, I now want to lay most of my focus on C++. That is kind of Ironic, since a lot more people are interested in Lua now that Leadwerks 3 has arrived. It is not that surprising since the advantages of

AggrorJorn

AggrorJorn

An in-game console

After creating my Component based engine structure for my main project, I have now moved on to the next stage of development: an in-game console.   Possibilities To sum up what you can do with it, here is a little video demonstration.     On the To-Do list Although the core of the console is finished and working the way I want it to work, there are some slight improvements. Grapics are simple boxes at this point. I want to go for Valve's in-game console look , which looks simple b

AggrorJorn

AggrorJorn

Aggror's devlog #3: Road splines

In a previous developer blog I showed how I use spline paths inside the Leadwerks editor. The cool thing about splines as that they are extremely multipurpose. I started working on generating meshes based on the splines.  Think about ropes, wires, rivers, rollercoasters and of course roads Ropes and wires are in progress because I find them the coolest. Especially rope bridges are awesome to make and see in play. They require a lot of finetuning so I have put that on halt for now. In the me

AggrorJorn

AggrorJorn

Getting a job

So school time is over. I graduated from the Hogeschool of Amsterdam as a Game Developer which means I can officially put 'ing' (from engineer) in front of my applicant name. Now that the 'study' period of my life is over (although it isn't really, right? I mean when do you ever stop learning!) it is time to get a job and start earning some money.   Guerrilla Games For the past 6 months I did my thesis internship at Guerrilla Games. Which was awesome. I was surprised at first that they offere

AggrorJorn

AggrorJorn

Game week - development of Lenga

So now that game week is over lets have a look back at how things went.   Game play Gameplay itself was done really quickly. The idea for Lenga is basically Jenga with a twist of colors. I thought of creating an AI that would remove blocks based on a calculation. However I though it would become really boring. So instead I let the player remove a block of a specific color.   Scripts on the wrong entity At some point during testing I came across a script error. I lost a good hour trying to

AggrorJorn

AggrorJorn

Winter Games 2016 - On the road again - Part 5

This is the final blog post for my game entry this tournament.   GUI I am really happy the way the GUI came together in the end. UI really isn't my strongpoint so being able to produce something doable is a great reward.   Car physics Although most car tracks can be finished with a car, it is not an easy task. The car tumbles over far to quickly. There is also a bug left were loading a new car level causes the car to glitch. Since I am reusing the same car here, I have no idea what is furt

AggrorJorn

AggrorJorn

Last year of Game Development study

The last year of my Game Development study has already started. With only one year to go it is time so look ahead and view the possibilities that are available.   Focus The coming 20 weeks I am following a minor in advanced software engineering and Game Technology itself will be put in the background. Game development will mostly be something I will do in my spare time. I thought that this year would be really busy one but so far it has been very quiet. The focus of the minor lies on Java, t

AggrorJorn

AggrorJorn

Tutorial recording setup

Something that has always been a time consuming process is getting the audio right in my recordings. Although I have a very decent headset, recordings allways contained a lot of static noise and voice 'pops'. To get an acceptablequality I required a finetuned microphone placement for every recording. 1cm to the left could make a big difference. The recording software that I use has some build in noice reduction filters, but they do not always guarantee a smooth audio track.   Since there are g

AggrorJorn

AggrorJorn

Tutorials and paid scripts

Paid scripts I am looking in to publishing paid scripts to the workshop. There are 2 script collections that others might find interesting: Advanced Third Person Controller Many tweakable options: from double jumping, to camera offset, camera snapping, smoothing, speed controls etc Spline paths Not just useful for camera paths, but also for instance factory belts, vehicular movement (static cars, trains etc), airial paths (birds, planes), VR on rails.

AggrorJorn

AggrorJorn

To program or not to programm

After 8 months since I purchased the Leadwerks Engine I'm still doubting about which direction to choose when it comes to game developing. At the moment I'm at a point where I can't choose whether I should focus more on moddeling, or if I should pay al my attention to scripting/coding. I'm doing a lot of these things at the same time without actually making some good progress. I never expected that I would learn how to programm by just messing around in the Leadwerks editor, but I have to admit

AggrorJorn

AggrorJorn

Student project: Kinect look a like

I was working in the cantina of the school the other day when I noticed a showcase by 2 (second years) game developer students. Their project for the last 6 months was to build some kind of interactive system for a rehabilitation center. I was really cool to see and to think of it that only 2 seconds students made this. Really impressive. They also made a bunch of small games but I didn't make a recording after this one.   http://www.youtube.com/watch?v=IiNCt0m-HXY

AggrorJorn

AggrorJorn

For loop optimization

Today I learned a pretty basic but very usefull programming principle. It is about declaring multiple initialisers in a for loop. I am working with a mobile application and speed and memory are more of an issue than on computer right now. My application is finished when you look at its functionality and construction, but it has to be optimized.   Here is a narrowed down example of what I am doing:   for(int i = 0; i < veryLongArray.length(); i++) { DoSomething(i); } This is very b

AggrorJorn

AggrorJorn

Lua table gotcha

I recently was introduced to a bug in my game. I had 20 AI units and only 19 of them were actively doing something. Number 20 was just standing there. The problem eventually lied in using '#enemies' to get the amount of enemies. Here is what happened: A lua table index by default starts on index 1. This in contrary to many other languages where it starts at 0. However, you can assign a value to index '0' if you want. Since I use C# on a daily basis, I am more comfortable using the 0 in

AggrorJorn

AggrorJorn

Winter Games 2016 - On the road again - Part 1

Finally done moving to my new house and today I got my computer setup again. And as a start, I thought, lets give it a go for the winter games tournament.   It is a little racing game where the tracks gets randomly generated on the given seed. I think I will call it "On the road again", named after the song and because of the fact that the level generation allows you to skip parts of the track if you simple fall down on the track below you.    

AggrorJorn

AggrorJorn

The pursuit of happiness.

The world of games, game development and game design is awesome. I just love it. The fun part is, that I only realised this since the past year and a half. Before that, I just liked playing games. Nothing else slipped in to my mind about "how a game is made etc.".   I like to tell you a little story about myself. We didn't have a computer at home until I was 10. Before that, I used to play games at my neighbours house. My neighgbours where German and their kid had a computer at his room with o

AggrorJorn

AggrorJorn

Tutorials and community

Terrain tutorials There are 2 new video tutorials on how to use the terrain editor.   Sculpting terrain:   Terrain painting:     Tutorials: Project Saturn It has been a while since I made a tutorial for Project Saturn, but that will change in the near future. Since there are so many new members using Leadwerks I am going to make some free time for some new tutorials. In the past 3 months there were only a handful of viewers and that didn't quite way up to time spend on making th

AggrorJorn

AggrorJorn

Winter Games 2016 - On the road again - Part 3

Instead of spending more time on getting the car to work properly, I added in a simple ball real quick and to be honest: I like the faster gameplay a lot more. What do you guys think? I do miss the ghost cars, so those will definitely come back.   I have updated the game in the launcher. http://www.leadwerks.com/werkspace/page/viewitem?fileid=821020417

AggrorJorn

AggrorJorn

On the road again - Part 4

I have uploaded a new version containing save games and some improvements regarding restarting a level, going to back menus etc.   Saves Every time you finish a level, a property is set to keep track of the levels you finished. Only downside when using the launcher is that this will only get set, when the game is closed. So when you finish 4 levels, it will not become clear you finished these levels until after you have restarted the game. But still a pretty nice feature to have.   Track

AggrorJorn

AggrorJorn

Saturn and Tunnels

If you don't know that the blog title exists out of game names, you are probably a little confused . My upcoming job interviews are almost 2 weeks away, which gives me plenty of space to do some development stuff on the side from my main project. Besides my main project I have been working on the tutorial project Saturn as well as reviving the the Tunnels demo from Leadwerks 2.   Project Saturn I didn't think I would have so much fun making project Saturn. It proves that making gameplay can b

AggrorJorn

AggrorJorn

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