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What are you working on :


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  • 2 weeks later...

I got this working a input-able console started this morning thanks to a Vectronic beta tester after he complained that he couldn't choose a map to test. (Since there is now 11 maps) It's pretty basic now, but since it's a singleton class, I can easily put it in Vectronic to see how it works in practice.

 

console.png

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After spending a few days with the tutorials and getting myself accustomed to the editor I'm ready to begin an actual project. I don't have a name for it and I promise nothing grand, but I do have a short story written for the project as well as some story boards from start to finish, so that's something at least.

 

It's a mild horror / psychological thriller story that I think will adapt nicely to a game, even if it's super short. Here's to just getting started!

 

post-16033-0-41795300-1448486978_thumb.png

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I am getting interested in learning how to make my own shaders, is there any good tutorials out there?

 

That would depend on what you already know about them, however since all engine has it's own way of doing shading I'd say generic tutorials aren't directly applicable in Leadwerks (or any other engine for that matter, they all have different input, output, uniform naming to the shader). So my answer to this is always, learn by doing, modify extisting shaders (what I did). Model fragment shaders are the simplest ones to mod, and since Leadwerks is a deferred engine, you don't have to worry about lightning. :)

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4 is a free update and is 100% backwards compatible. It's basically just what we have on the beta branch right now.

 

The engine has changed dramatically since the release of 3.0, so I think it's time to increment the version.

 

And then we can forget the whole mobile snafu ever happened.

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To be honest, since this was dubbed the "3.7 beta", I thought 4.0 was gonna be the update with the 64-bit editor, OSX support, and Paid Workshop items would be integrated, but this works too. smile.png I hope Shadmar's weather/time shaders make it to the official SDK for maximum awesomeness.

 

I'll be writing a blog about what I've been working on soon.

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To be honest, since this was dubbed the "3.7 beta", I thought 4.0 was gonna be the update with the 64-bit editor, OSX support, and Paid Workshop items would be integrated, but this works too. smile.png I hope Shadmar's weather/time shaders make it to the official SDK for maximum awesomeness.

 

I'll be writing a blog about what I've been working on soon.

I did too, but we're getting some coverage soon and it makes sense to play it up now. And the changes are significant enough that it's justified. I don't think we'll ever see another total rewrite of the engine.
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  • 1 month later...
  • 2 weeks later...

Here are a couple of screenshots for your viewing pleasure.

 

 

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Wahou ! Very good work with lights and the world atmosphere

Like the character too,evolving in a very strange world.

congrats for the game coming !

 

Thank you so much your comment means the world to me.

 

Its been quite a long journey at almost two years now and I've had several incarnations of the game miss the mark but I feel that now with feedback such as yours that I have finally made it.

 

If you wish to find out more about the project you can visit its page under standalone games: http://www.leadwerks.com/werkspace/page/games/_/enshrouded-world-r67

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