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Game Character: Patricia

This week's character is female and called Patricia! We happen to have no technical news that are ready for publication by now. The next update will include somewhat more technical aligned things.       To find out more about Patricia and her background, visit our official blog @ http://www.remainingdays.net/2014/06/game-character-patricia/ We also have a comic about her there!   Social Media Twitter: https://twitter.com/remdays Facebook: https://www.facebook.com/remainingdays

bandrewk

bandrewk

Inspire your Players

A focus that's received a lot of attention in the world of productivity has been motivation. What motivates people and how people are motivated in turn results in all of the worlds output. By boiling down motivation we can separate all types of motivation into 2 separate and opposing psychological sources.   "Away from" motivation are ideas and situations a person is trying to avoid. For example, you don't have a job, you're running out of money and you're unsure how you're going to continue t

BLaBZ

BLaBZ

Workshop is out!

After an extended period of testing, the Leadwerks Workshop on Steam is now available. I'm really happy about this because it fundamentally changes the way we work together. Content authors have more of a sense of "ownership" of their items, and it's easy for them to get feedback and update their subscribers. More features are always good, but for a long time I have had the feeling we needed to address other aspects of the game development process. I think the Leadwerks Workshop will harness

Josh

Josh

Leadwerks Game Engine 3.2 Unveils Steam Workshop

Leadwerks Software today announced the release Leadwerks Game Engine 3.2, the newest version of their game development software on Steam. This update brings integration with Workshop, Steam’s system for user-generated content. The Leadwerks Workshop gives developers a head start by launching with more than 50 free packages of content ready to be used to make games.   “Leadwerks was created to give people who love games the freedom to create something of their own”, said Leadwerks CEO Josh.

Admin

Admin

IndieDb and Steam

Ok, now we have an official Steam and IndieDB page and you can follow the game status and announcements.    

Soamp

Soamp

IndieDb and Steam

Ok, now we have an official Steam and IndieDB page and you can follow the game status and announcements.    

Soamp

Soamp

Game Character: Greg

As promised in the previous blog entry we will now start introducing our game characters to you.   Characters in Remaining Days are normal people, just like you and me. Each character is supplied with a default weapon and bonus capabilities. Default weapons are reaching from pistols to melee weapons and everything in between We will provide additional information on what bonus capabilities are and how they work soon. In the meantime, just think of Mario kart’s power ups, that’s where our insp

bandrewk

bandrewk

A Week in Seattle: Steam VR, Gas Works, and the Strawberry Moon

Last week I travelled to Seattle for a few days to lay some groundwork for the future of Leadwerks Software. During the week I tried out Valve's VR hardware, visited a gassification plant, and survived a trifecta of astrological phenomenon. Steam VR Although I attended Steam Dev Days, I did not get a chance to demo Valve's virtual reality hardware. I was invited by one employee to come back and check it out, so I decided to take them up on that offer last week.  Valve's VR is improved over

Josh

Josh

Werkspace Banners are Back

I'm pleased to announce the return of the much-beloved header banners. They now scale across the width of the page, similar to the profile images on Twitter and Google+.   To add a banner image of your own, click the ]submit a banner link in the site footer. I recommend JPEG images with a resolution around 1920x300. However, your image dimensions do not have to be exact, as the image will be scaled and trimmed to fit the space.   You can also add an optional URL to link the banner to. If

Josh

Josh

Remaining Days

Today I’m giving you a short insight into our upcoming game called “Remaining Days”. Remaining Days is a first person multiplayer survival shooter. It relays heavily on a day and night cycle and it’s your goal to survive as many cycles as possible! During night phases you and your fellows fight against hordes of zombies, including occasional boss fights. After sunrise you’ll restock your ammunition, build barricades, traps, find new weapons and groceries to survive!   Our goal is to develop a

bandrewk

bandrewk

Imagination

Imagination...   The brain's greatest asset... Whether creating a game engine as Josh has done, programming or creating a game plus artwork in general, imagination is the most basic nature of a human being..   This 3D WIP humanoid concept started out as a 3D sphere and evolved into what it is now at it's present stage... Artistic direction is what we need in a game or piece of art to keep us on track but it is always first from our imagination...   What you see, you can create!

digman

digman

Bonus update is now available!

Wow, two updates in two days! This one adds new features and bug fixes.   Fixes http://www.leadwerks.com/werkspace/topic/10019-directional-lights-dont-cast-shadows/ http://www.leadwerks.com/werkspace/topic/10030-values-in-appearance-tab-ignored/ http://www.leadwerks.com/werkspace/topic/10020-values-in-entities-general-tab-stuck/ http://www.leadwerks.com/werkspace/topic/8138-pointlight-viewrange-bug http://www.leadwerks.com/werkspace/topic/9919-wobbly-fbx-imports/   New Features Globa

Josh

Josh

From Cartography Shop to Leadwerks 3.1

This is just a little walk down memory lane that pleasantly shows what has led to where we are today. Some of this predates the name "Leadwerks" entirely.   Cartography Shop (2003)   3D World Studio (2004)   Leadwerks Game Engine 2 (2008)   Leadwerks Game Engine 3 (2013)

Josh

Josh

New build provides texture lock, improved tex mapping

A new build has been pushed out on the beta branch on Steam. This update increments the map file format. Maps saved from the beta build cannot be opened in the standalone build until the update goes out everywhere.   The editor now has the option to use a centimeter grid. The previous meter-based grid is still available in the viewport tab in the options dialog. This is important because it allows us to more easily line brush geometry up to textures. By default, a 1024x1024 texture will m

Josh

Josh

CSG Texturing Enhancements

In order to get ready for the Workshop, and to get ready to implement texture locking, some preliminary work needed to be done. First, I needed to improve the CSG texture mapping routine. It was modified to take into account a texture's dimensions. This means that wide flat textures like this trim piece will be mapped to their texel area, not with the same aspect ratio as a square image:   The default mapping scale is that 1024 texels maps to 256 centimeters. This ensures it is easy to l

Josh

Josh

Diving into Constructive Solid Modeling

It's pretty clear that constructive solid geometry modeling is a high priority for our community. I like being able to easily sketch out my ideas. In fact, when this feature went away in Leadwerks 2, that was when I just stopped making game levels. It's not that I don't know how to use 3ds Max and other programs, it's just that they're not fun. The upcoming release of Steam Workshop also fulfills my long-held dream of building a shared repository of textures and models scaled correctly to wo

Josh

Josh

Building maps with modular props

The beta branch on Steam is updated with a new build. Fixes and Enhancements The camera movement options have been made more sane. The range of possible values is a little more practical now. A mouse smoothing option has been added that makes the camera motion in the perspective viewport feel a lot more smooth and natural. I also found a bug that caused the camera move speed to change when a map was loaded. It was an annoyance that was almost unnoticeable but it feels much better now.  T

Josh

Josh

Publish your games directly to Steam with the Leadwerks game player

One of the coolest things I'm seeing in Leadwerks 3 is a lot of minigames being made. These are finished products, without super high expectations, but they are complete, don't take long to make, and some are quite fun. Seeing these gave me an idea for a feature that's been in development in the background for some time, and when you see what it does, it will explain some of the design decisions I've made over the last few months.   The next build on the beta branch on Steam will support Lua

Josh

Josh

Leadwerks Game Engine Launches in Ubuntu Software Center

Following completion of a successful Kickstarter campaign to bring Leadwerks’ game development software to Linux, Leadwerks and Canonical have joined forces to make Leadwerks Game Engine available in the Ubuntu Software Center. This provides Ubuntu users with a powerful tool for rapid game development.   Bringing Leadwerks Game Engine to Ubuntu also means that existing games can be more easily deployed for Ubuntu. The lineup of featured games on the Leadwerks website covers a diverse range o

Admin

Admin

Blender Character Walk Cycle

The animation pipeline continues to established.   This time using Blender's animation tools and the rig I created to make a walk cycle. We needed to start testing some animations in Leadwerks. Rick will test soon and according to his information we can find tune and figure out any problems.   The rig has only the control bones now showing. Next is to create the control shapes and those will hide the control bones.   I am glad the old days of just having paper manuals is history. Manuals

digman

digman

Blender Character Rig

As Dave is texturing, I started to build our first basic character rig from scratch. Soon we can give some animations to Rick to start testing and working on. This rig still has a few problems but all in all works well. The rig can be adjusted to meet varied human type of characters.   I am working on creating this production pipeline, from creating rigs, exporting out of blender and importing the animations (working correctly) into Leadwerks.   The rig in the picture is shown with all the a

digman

digman

Lua and Gui's

Gui's at the moment seem to be all the rage on the Leadwerks forum. We have the recent release of the noesisGUI, Patrik's showing of his gui's progress, and tjheldna's release of tjui and probaly many others. I also decided to try my hand at gui creation.   Coming from a BASIC background (started with qb 1.0), I don't have the proper skills to use a third party gui without malloc errors or segfaulting everything. That, and my game is a lua game. Taking inspiration from Tjhldna's gui I started

Einlander

Einlander

Leadwerks Gets Update for Workflow Enhancements, New Features

Leadwerks Game Engine on Steam and standalone versions have received a major update that include enhancements to the workflow and new features.   The FBX model importer will now auto-generate materials for imported models, and select the appropriate shader to use. This even works with animated models that use GPU skinning, so it's super easy to get new models into Leadwerks. Other enhancements include support for multi-track animations and animation sequence names.   Lua script post effe

Admin

Admin

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