Christmas is the season for giving, and it also happens to be my biggest sales time of the year. The Steam Winter Sale just kicked off and I need help getting us up on the first page of top sellers:
http://store.steampowered.com/tag/en/Game%20Development/#p=0&tab=TopSellers
How do we do that? We drive web traffic to the Leadwerks Steam Store page. Here's a simple way to do it. If you could "Share" this Facebook post with your Facebook account, I would appreciate it:
https://www.fac
A preview build of Leadwerks Game Engine 4 is now available on the default branch on Steam, with a new vegetation management system and other features.
We completely rethought how large-scale scene management should work to bring you a one-of-a-kind vegetation system for handling massive amounts of foliage. Instead of storing each instance in memory, our new system uses a distribution algorithm to dynamically calculate all relevant instances each frame for rendering and physics. This allows
For my current project I wanted to simulate a light that's shorting out in order to add a bit of a creepy ambience to my scene. After a while of messing with the different things that could be done with an emitter (and failing at getting the effect I wanted), I realized that really, a light that's shorting out is really a light that's turning off and on again. Well, that's something that can be scripted pretty easily thanks to Leadwerk's API.
There are a couple of obvious ways to get the
Post effects are shader programs written in OpenGL Shading Language (GLSL). We use post effects to influence the entire look and feel of a scene. We refer to these effects as "post" effects because they are applied right after the scene has been rendered. They produce a fish eye effect, color an entire scene in grayscale, etc. In each frame of a game, a post effect iterates through every screen pixel and manipulates its color value.
You can find post effect programs in LE project Shaders/Pos
An update is available on the beta branch which adds the new vegetation system. You can open the attached map in the editor to see the system in action. Be sure to create a new project, or update your existing one, in order to get the new shaders and models.
vegetationsample.zip
To get this update early you must opt in to the beta branch on Steam.
The new vegetation system is special because it does not use persistent objects stored in memory. Rendering and physics are executed accor
As I make an infrastructure for a new LE project - a simple logic puzzler with cuboid manipulation and matching - I have to use context rendering for GUI. As is well known, LE offers only a basic drawing functionalities, some of which are broken btw.
To paliate the problem, I've written a simple 2D drawing library. The library offers such intuitive entities as text, rect, image and animation with accompanying methods such as SetPosition, SetRotation, SetScale, SetPivot (for rotation purposes
Leadwerks Software today announced their top-selling game development system on Steam, Leadwerks Game Engine, has gained a user base of over 10,000 paid customers. Although the game development space has seen a dramatic drop in prices and the entry of many free competitors, Leadwerks Game Engine continues to gain popularity by teaching complete beginners how to make games with no previous knowledge required, and providing a pathway to publish directly to Steam Workshop.
Leadwerks’ ease of u
Leadwerks Game Launcher now works with SteamOS, with some caveats.
First, you must set the application to use the "Official Bindings" controller configuration by Leadwerks Software.
When you start Leadwerks Game Launcher on SteamOS, a page of available games will be shown. Click on the game you want to play. The game will be shown on a new page, and a blue button will appear on the bottom left of the screen. You can press the B button on your controller to go back to the main page, or
I went into GameStop and purchased a new Alienware Steam Machine for testing. They had a nice display showing all the new Steam stuff you can buy in stores.
This video shows the player interacting with vegetation objects. Vegetation objects are special because they aren't stored in memory at all, but instead are dynamically generated in real-time according to a special algorithm! You can have infinitely dense forests without using any memory.
We've now got 40 games in Leadwerks Game Launcher and I am giving serious thought to the final launch. The application is presently in early release mode with about 2500 users. We want that number to be 100,000 users. Leadwerks Game Launcher is a really unique application; it's distributed exclusively through Steam, it's a standalone app, and it's free. This is not really like anything else out there, so how do you most effectively promote it?
I am running an experiment with Facebook ads
The 2015 Leadwerks Halloween Game Tournament is complete, with results above and beyond any previous game tournament. The quality, content, and fun of the lineup of games this tournament is really spectacular.
Halloween Pumpkin Run
http://www.leadwerks.com/werkspace/page/viewitem?fileid=540259470
If one game summed up the spirit of this year's tournament, it's this title. The atmosphere, gameplay, and fun of this title make it an instance classic in the Leadwerks catalog of user-made
I'm really happy to see all the great and scary games coming out for the Halloween Game Tournament. I have something of my own to share with you.
The Leadwerks 3 vegetation system is a groundbreaking new technology. All vegetation instances are procedural and dynamically placed, so that physics and rendering of any amount of instances can occur with zero memory usage. This demo proves that the idea actually works!
This demo shows the new Leadwerks Game Engine 3 vegetation system in ac
Based on the results of the summer games tournament, we can expect each new tournament to produce about 10 games:
http://www.leadwerks.com/werkspace/blog/41/entry-1510-leadwerks-summer-games-tournament-results/
Right now we're at 35, which means by the end of the winter games tournament it is reasonable to expect 50 Game Launcher games.
My Steam Workshop changes are now implemented to provide more reliable downloads.
Support for SteamOS will be added in November, with a full-screen
Leadwerks Editor has been updated to use version 1.35 of the Steamworks library. It also features Workshop improvements that eliminate the need for a local file cache in the app data folder, and should result in more reliable Workshop item downloads.
The update is available now on the beta branch, for Linux and Windows.
Steam Workshop was originally implemented with a different design than what it uses now. In fact, it was an entirely different API. After a while, Valve figured out all the things it would be used for, and introduced the SteamUGC API, which is the basis of the modern Workshop implementation. This provides much more reliable operations and more features than the original system. However, it was not backwards compatible with legacy items uploaded under the old system.
My approach to implem
A default Steam controller configuration has been created for Leadwerks Game Engine and Leadwerks Game Launcher. It is recommended that you use the keys listed here for controlling your games. This will ensure that your game can be played seamlessly with either a keyboard or Steam controller.
WASD: Movement
Left shift: Run
C: crouch
Tab: Map, inventory, etc.
Escape: exit game or main menu
Mouse wheel down: next weapon
Mouse wheel up: previous weapon
R: Reload
Left mouse button: sho
Sorry this is so long and may seem like rambling. I've been working on so many things relating to Leadwerks in game and tool-wise that this doesn't even begin to cover it.
When I started my Halloween contest entry, I had a very simple idea: You have arrived in area/town/location x, you need to get out. As I started to fill in the blanks I realized that this project would never be done before Halloween arrived. I started using Articy:Draft in detail to bring all the overflowing ideas back to
I just updated my laptop to ubuntu 15.10 (from 15.04).
And got into some intereasting issues.
I rebuild my game with the new compiler, and it doesnt link anymore.
I got a bunch of undefined references like below:
undefined reference to `Leadwerks::Window::Create(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, int, int, int, int, int)'
This didnt make any sense, the program was linking just fine with the previous ve
I just had a breakthrough with the physics. There's a lot of optimization work left to do, but I can see at this point the idea works.
Newton Game Dynamics provides a mechanism for a user-defined collision shape. This accepts a bounding box and calls a user-defined callback any time an object intersects the bounding box. The callback builds a mesh dynamically for the area that the other object occupies. Internally, Newton uses this mechanism to process heightmap terrain without having to
Here's an update of the model sheet for our "Mercenary" character. We're spending more time in the planning phase than previous attempts, and I think the effort is really paying off.
All design is really a process of decision-making. If you don't make decisions you'll end up with something without much definition. Everything about this character was decided according to factors I set out at the beginning of this project.