Jump to content

Work in Progress

  1. Space  

  2. Tinygom Racing  

    This is a solo racing game (demo with one level only) involving remote control cars at 1/10th scale.
    Three game modes available :
    Quick Race with 5 "AI" opponents on number of laps you can choose. Time Trial against the Clock and a ghost car from the best registered lap, if you beat this ghost your best race will be the new ghost reference. Championship will make compete with 7 "AI" opponents in 5 laps on each level.(demo gets only one) You will find more details on my website and in the help in game.
    The game will appear better with a X360 Microsoft Joy-pad.
    Exclusively on PC Windows.
  3. Racing Game  

    Made with Leadwerks
  4. Anesthetic  

    Very fast and difficult arena FPS where the goal is to kill as many enemies as you can until you are dead. Collect ammo and health pickups to stay alive longer.

    Features:
    Bunny hopping and wall jumping 3 weapons: Anesthetic. Shotgun and Firework. Firework's rocket inherits a percentage of your speed when launched 2 types of enemies: mele and archers Steam leaderboards Painkiller OST a.k.a. "The best music in games" by Mech
  5. World Factions - Shops  

    An MMO RPG game where the online is similar to Minecraft in that players can host their own server.
    The story is about the battle for land between Dwarves and Elves.
    The Demo takes place in the city of Yaledorf, or at least a subset of it.
    https://worldfactions.net/
     
  6. Real-time Global Illumination WIP  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  7. Real-time Global Illumination WIP  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  8. Real-time Global Illumination WIP  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  9. Dangerous Rays First Look  

    Game Website: http://www.dangerousrays.com
    Twitter: https://twitter.com/LonelyBitsGames
    Facebook: https://www.facebook.com/LonelyBitsGames
  10. Dangerous Rays Daycycle  

    http://www.dangerousrays.com/
    This video show the daycycle and a bit of the dynamic weather system in Dangerous Rays.
  11. Voxel Cone Step Tracing - Edge Fade  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  12. Voxel Cone Step Tracing WIP  

    Further refinement. Light leaks are mostly eliminated, using a fairly large voxel size of 0.25 meters.
  13. Jetpack Car :D  

    Just press Space bar to go up in the air..
    Smooth landing feature is scripted.

    TEMP 2022-03-25 10-12-45.mp4  
  14. Green Light Red Light  

  15. Basic FMOD Implementation in Cyclone  

    Steam: *Coming Soon* itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Blog Post about it: https://www.ultraengine.com/community/blogs/entry/2732-leadwerks-fmod-studio/ This video shows basic implementation of FMOD being implemented in Cyclone/Leadwerks Game Engine. It's still a work in progress but the groundwork is done.
×
×
  • Create New...