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View File Constanta My odd entry for the LEGENDARY Leadwerks Retro Summer Game Tournament 2018. It is a mass multiplayer game, the factions are at war and need your help to capture more teritory. Faction available: red, white, black, green, yellow. Choose you faction and provide a unique name to join. Game map is formed by a cube of cubes (9 cube side).So 729 selectable territories. You can navigate the map in first person view. The game starts at world 0 , 19 worlds are available each with its own territories. Below you can see how the world is structured and how worlds are indexed: -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 You can navigate this worlds using left right keys. For example you are in world 0 at beginning, pressing left key moves you to world -1, pressing right move to world 1. Each player start with 100 energy. Energy regenerates by 1 point every 5 seconds.Max available energy 100. Capture territories by left clicking, the cube gets colored with your faction color (cost 10 energy). Right click neutralize an enemy cube and turn it to default blue (cost 100 energy). Another way to capture enemy territory: Red player select a cube in world 0. To capture that, you need to capture the same territory in adjacent worlds -1 and 1. Cube 0 (white) Cube 0 (red) Cube 0 (white) world -1 world 0 world 1 Territory 0 from world 0 is captured by white. Client has a config.json text configuration. Default configuration points to the public server.Just start to play. Cmd line option to start your own server on another ip/port: server.exe -ip="some ip" -port=someport Client remembers any number of local players, so you can actually use multiple clients but only one at the same time on same computer (because it captures mouse movement). Input reference: w - up s - down a - strafe left d - strafe right e - fly up q - fly down left - move left world right - move right world esc - menu mouse look left click - capture free cube right click - neutralize enemy cube Submitter Josh Submitted 01/11/2026 Category Games
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My odd entry for the LEGENDARY Leadwerks Retro Summer Game Tournament 2018. It is a mass multiplayer game, the factions are at war and need your help to capture more teritory. Faction available: red, white, black, green, yellow. Choose you faction and provide a unique name to join. Game map is formed by a cube of cubes (9 cube side).So 729 selectable territories. You can navigate the map in first person view. The game starts at world 0 , 19 worlds are available each with its own territories. Below you can see how the world is structured and how worlds are indexed: -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 You can navigate this worlds using left right keys. For example you are in world 0 at beginning, pressing left key moves you to world -1, pressing right move to world 1. Each player start with 100 energy. Energy regenerates by 1 point every 5 seconds.Max available energy 100. Capture territories by left clicking, the cube gets colored with your faction color (cost 10 energy). Right click neutralize an enemy cube and turn it to default blue (cost 100 energy). Another way to capture enemy territory: Red player select a cube in world 0. To capture that, you need to capture the same territory in adjacent worlds -1 and 1. Cube 0 (white) Cube 0 (red) Cube 0 (white) world -1 world 0 world 1 Territory 0 from world 0 is captured by white. Client has a config.json text configuration. Default configuration points to the public server.Just start to play. Cmd line option to start your own server on another ip/port: server.exe -ip="some ip" -port=someport Client remembers any number of local players, so you can actually use multiple clients but only one at the same time on same computer (because it captures mouse movement). Input reference: w - up s - down a - strafe left d - strafe right e - fly up q - fly down left - move left world right - move right world esc - menu mouse look left click - capture free cube right click - neutralize enemy cube -
Updating graphics drivers will likely solve this problem. Closing this due to lack of response. If you have still have problems feel free to let me know.
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Josh started following Error when working with vertexes when selecting multiple objects , Prefabs Not Working As Expected , World Settings and 1 other
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I am not ignoring this, I just know it's probably going to take a lot of intense focus for a few hours and I want to be prepared so I can solve it in one sitting hopefully...
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Will require a little effort to set up for testing, but I have another display available for this...
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I'll do more investigating. I'm just recalling a bug I encountered in my project but there was also a quite a bit going on.
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User reports a driver issue fixes performance(?) issues: https://discord.com/channels/1175951843118031049/1175951843612954786/1458329071468413030 Unless told otherwise I will assume this is solved.
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User reports a driver issue fixes performance(?) issues: https://discord.com/channels/1175951843118031049/1175951843612954786/1458329071468413030 Unless told otherwise I will assume this is solved.
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Your problem may go away if you just update your graphics drivers.
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When I run this example and hold down the space key the window color only changes once.
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Error when working with vertexes when selecting multiple objects
Josh replied to Unstable Fusion's topic in Bug Reports
I believe I have this fixed now. It's hard to tell exactly how to create the bug, I just have to click around a lot and sometimes it happens. But I can't make it happen anymore, so I think it is fixed. Update will come tomorrow. Please let me know if you have any more problems after that. -
reepblue started following KeyHit not working as intended.
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I've noticed that when using window->KeyHit() if you hold down the key, the function will keep returning true. My solution for this problem is to poll the input events myself but that's not an ideal solution. Hold down the space key in this example and it should rapidly change the panel's colors. //------------------------------------------------------------------------------------------------- // // This example uses the space key to control the color of a panel widget. // //------------------------------------------------------------------------------------------------- #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create windows auto window = CreateWindow("Leadwerks", 0, 0, 800, 600, displays[0]); //Create user interface auto ui = CreateInterface(window); while (true) { if (window->KeyHit(KEY_SPACE)) { ui->root->SetColor(Random(1.0f), Random(1.0f), Random(1.0f), 1); } const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWCLOSE: return 0; break; } } return 0; }
- Yesterday
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Josh started following Why NavAgent:Navigate always return false? and FPS Template Main Menu ComboBox Bug
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Fixed, a new build will go up on the beta branch tomorrow. Thanks for reporting!
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It probably means that there is no path to the point you are trying to reach. There are some additional parameters for the function that let you There are two optional paramters I need to add to the docs that give more control: virtual bool Navigate(const dFloat x, const dFloat y, const dFloat z, const int maxsteps = 100, const float maxdistance = 1.0f); However, the default values for these arguments usually provide good results. This suggests that you are trying to navigate to a position that cannot be reached because something is blocking it, so the closest point on the navmesh to your destination is greater than maxdistance.
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yurembo started following Why NavAgent:Navigate always return false?
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It looks like creating a NavMesh doesn't require much code. First, create the NavMesh in the editor, then write the following code: --First, Zombie_Head:Load is called, then Zombie_Head:Start function Zombie_Head:Start() zombie = Model(self) zombie:Animate("idle") if self.navmesh then self.agent = CreateNavAgent(self.navmesh, 0.5, 0.5) self.agent:SetPosition(self:GetPosition(true)) self.agent:SetRotation(self:GetRotation(true).y) self:SetPosition(0, 0, 0) self:Attach(self.agent) self.navmesh:SetDebugging(true) end end function Zombie_Head:Load(properties, binstream, scene, flags, extra) self.navmesh = nil if #scene.navmeshes > 0 then self.navmesh = scene.navmeshes[self.navmeshindex] end return true end then you should call NavAgent:Navigate like so: -- to move a Zombie to a main character's position after a mouse click function Zombie_Head:Update() if window:MouseHit(MOUSE_LEFT) then p1 = self.agent:GetPosition(true) p2 = self:GetPosition(true) --window.text = tostring(p1.x) .. " | " .. tostring(p1.y) .. " | " .. tostring(p1.z) window.text = tostring(self.agent:Navigate(p1)) self.agent:SetMaxSpeed(2) end end But self.agent:Navigate(p1) always returns false and a character doesn't move.
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An update on where I'm at. I've imported a farmer model by Imphenzia from his Crispoly character set. With only just over a week to go I don't have the time to make my own farmer character. I imported him into Miximo and added an Idle, walk, run and dance animations to the model. I then imported the character and animations into Leadwerks. I found Josh's 3rd Person character script and attached to the farmer. ThirdPersonControls.lua I needed to make some minor changes to the script so that the speed of the animations ran in synch. I also had to reverse the direction the camera faces as Miximo characters imported in Leadwerks face the opposite direction to the Leaderks default. Next I started on the AI script for the Sheep behavior. My initial idea was to keep it simply and just have the sheep randomly change direction and jump in that new direction. I got this idea from Thin Matrix who used a similar technique in his game Equilinox. He used this as a way of hiding his poor animation skills and moved his animals using code. So I thought it would work for me as well. Unfortunately my programing skills are nowhere as good as his and I ended up having a number of problems with it. The sheep would fall through the ground ( no collider on the sheep), they would disappear ( no idea why) or they would just slide across the map. Funny as it was to watch, it wasn't getting my game done. I'm now just using "turn" and "move" to give movement to the sheep. I still need to add the influence of the farmer and I like the sheep to "flock" to make the game feel more realistic. Hopefully I can get all this done in the next week. I'm really enjoying getting back into making a game. The last few years I've spent watching Josh develop Leadwerks 5. I'd mess around with the vegetation system or the tessellation system but Leadwerks was never stable enough to spend time creating a game on. I'm also enjoying seeing what others are working on as well. All the best to the other developers who have entered the tournament.
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Several suggestions for adding features to the editor
Unstable Fusion replied to Unstable Fusion's topic in Suggestion Box
Wow, thank you) - Last week
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Several suggestions for adding features to the editor
Josh replied to Unstable Fusion's topic in Suggestion Box
https://www.leadwerks.com/learn/booleanops -
The Scene class members Save and Load are not in the documentation because the feature did not make it into the final version. It's not a supported feature for now.
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View File Nerva In Nerva, two powers collide across the battlefield. Players must expand their influence by capturing neutral territory, strengthening their positions through geometric connections, and hunting for the enemy’s hidden King. Strategy is key: do you spread thin to find the King, or build a fortified tower that cannot be breached? Submitter aiaf Submitted 01/10/2026 Category Games
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4 downloads
In Nerva, two powers collide across the battlefield. Players must expand their influence by capturing neutral territory, strengthening their positions through geometric connections, and hunting for the enemy’s hidden King. Strategy is key: do you spread thin to find the King, or build a fortified tower that cannot be breached? -
Geff joined the community
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I understand: another editors can save animations in glb files, but an internal editor cannot.
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