https://www.youtube.com/watch?v=Y_sv3eim_cM
In the above Youtube link you can see my Blog entry as a video.
Its a Blender timelapse of an Ingame device that lets you travel quickly on long distances.
I will share a bit of the past of Hunt For Food before going on to the future.
Hunt For Food has been an ongoing project that I have worked on for nearly two years now. I started with the idea of making a survival game and realized I was biting off more than I could chew pretty quickly. Instead of giving up and working on smaller games I decided I would use this one project for my game development education.
The main reasons why I decided to work on one big project were:
- I had no m
I've received our finished "Merc" character, made exclusively for Leadwerks! Say hello:
He still needs a simple rifle weapon and some scripting to make him actually shoot and not just punch people with the butt of his gun. When that happens, watch out, he is going to be one mean enemy (or perhaps a valuable ally against the mutant hordes?)
An update is available on the beta branch. This adds an optional recursive parameter to the Entity::SetCollisionType command and updates the MonsterAI script so that not so many special settings need to be adjusted to make enemies work.
This is a rigged model without textures.
In the next time I will texture it and make some basic animations for it.
There is going to be a system in the game that lets you equip stuff , for example body armour
6) How to expose a Cpp Class to LUA using tolua++
At a glance:
A way to create instances of objects defined in Cpp from LUA scripts, so functions created in Cpp side should be called from LUA side. Somewhat the opposite direction of items 4, 5 and 6 of this series.
The way is not so difficult once you travelled it, as always!
First you have to write a header with your class declaration, then you have to use tolua++ application to translate it to LU
5) How to receive returned parameters from LUA functions
(yes one or more)
come on, every time i edit the post, code /code get bad formatted and have to manually (again) correct it (really don't like to see un-indented code).
So, with an example will see how to receive parameters from LUA function scripts.
The example is basically the same as the one exposed in the previous tut (5/7) the only difference is that the function called has a Return sentence so
4) How to call an entity's script LUA function passing parameters
following code is some what weird but you only have to pay attention on a few things
the idea is Push the parameters in the order they are declared in the lua function (from left to right)
and pay attention in the Interpreter:Invoke method. You have to set the first parameter (number of staked values) one more of the amount of parameters passed.
consider the following LUA function:
3) How to call an entity's script LUA function easely (without parameters)
That's really easy. Suppose you have an entity in your scene with a script attached in which a function "noParams" has been declared
function Script:noParams()
System:Print("executing noParams")
end
using the loop exposed on tut 2/7 of this series, you can find that entity and then, to call one of their functions you only have to do:
entity->CallFunction("noParams");
2) How to send objects created by Cpp code to LUA
Here is a way of sendign CPP created objects to LUA scripts as GLobal Variables, so
any LUA script on you map can simply use it.
I create on cpp: window, world and context and pass them this way:
System::Print("sending objects....");
stacksize = Interpreter::GetStackSize();
Interpreter::PushObject(window);
Interpreter::SetGlobal("window");
Interpreter::PushObject(context);
Interpreter::SetGlobal("context");
1) How to get objects created on the editor from Cpp
Easy as it seems, getting an editor created object from cpp code is done basically looping on the entities collection, but there are some things that is good to know.
First one simple way of doing it:
System::Print("start scanning....");
for (auto iter = world->entities.begin(); iter != world->entities.end(); iter++)
{
Entity* entity = *iter;
System::Print(entity->GetKeyValue("name"));
if (enti
Thnigs i will cover:
1) How to get objects created on the editor from Cpp
2) How to send objects created by Cpp code to LUA
3) How to call an entity's script LUA function easely (without parameters)
4) How to call an entity's script LUA function passing parameters
5) How to receive returned parameters from LUA functions (yes one or more)
6) How to expose a Cpp Class to LUA using tolua++
I will split this post acordingly to the items listed
I´ve been working on my game "Projekt Mortifer". To introduce in the Stroy , I would like to install a few " Meanwhile" scenes . Here it gets even to complications . There are certainly easier ways to build this in
, but my programming skills are still limited
http://www.leadwerks.com/werkspace/topic/13981-projekt-mortifer/
Should anyone have problems with the download, please just tell . The last upload shows an error. But if i try it out it function.
Leadwerks Game Engine: Indie Edition on Steam is now just "Leadwerks Game Engine".
Leadwerks Game Engine: Standard Edition on Steam is now "Leadwerks Game Engine: Professional Edition".
When I first put Leadwerks on Steam, it was just an experiment. Separating out the Lua version was something I had not done before. In fact originally, Leadwerks was a C++ library only, and Lua support was added later. After the last two years on Steam, it makes sense to consider the Lua version our ma
Leadwerks Workshop provides a repository of free game items for game developers to use in their projects. Workshop content has been heavily used in several game tournaments to make many different games of different genres.
Today we are rolling out the Leadwerks Workshop Store. This allows us to add new and better quality content for you to use in your games. All assets are curated and verified to work correctly with Leadwerks Game Engine. This includes material setup, sizing, and correct
Winter has descended upon the land, and with it comes the frost. The nights are long and the days are cold and grey. How long it shall last we do not know. But we do know it is time for another Leadwerks game tournament!
WHEN: The tournament will start Monday, January 18, and end Sunday, February 21th at 11:59 P.M. (Pacific Standard Time).
HOW TO PARTICIPATE: Publish your winter-or-other-themed game to Steam Workshop or upload it to the games database before the deadline. You can
You've probably noticed a lot of new content and changes in the Workshop this week. Monday I plan to launch "paid items" in the Workshop. This is something I've wanted to do for several years, and it benefits everyone:
More content will be available for you, ready to use with Leadwerks.
I think content authors will make a lot more sales through Steam than they would through their own websites and even other stores. The top items will even get prime real estate and be shown right on the L
With the Winter Sale wrapping up, I now have enough information to decide how to go forward with the business of Leadwerks.
Sales on a day-to-day basis were remarkably consistent, and comparable to last year's data, within 5-10% either way. This is good because it indicates that Leadwerks will continue to sell well at a predictable level, which makes planning a lot easier.
We did not get featured this year on the front page of Steam. Very few products did. The whole sale basically jus
One of my main goals in 2016 is to build a built-in store for Leadwerks users to buy and sell 3D models and other items through Steam. It took me a while to understand how this works:
The client (Leadwerks Editor) sends a message to the Leadwerks.com server requesting that a purchase be made.
The Leadwerks.com server sends a message to the Steam server requesting that a purchase be initialized.
Steam displays a dialog to confirm the transaction in Leadwerks Editor.
The Steam server r
Leadwerks is about making games, first and foremost. Therefore, you can expect me to focus on the following in the next year:
More and better AAA first-party content. We're working out the process right now. It's a lot harder to produce top-quality content, but the results are worth it. I figure once we get the process down it will be easier to go back and produce more.
Easy to use networking will open up a lot more gameplay possibilities and give us some fun games we can jump in and o