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Tehran Game Expo 2013

Tehran Game Expo 2013 Tehran Game Expo & Festival 2013 See You at 5th Corridor Of Main Salon FSR Co. Also You Can Play “Death Statue Game” At the End of Main Salon in Playing Pavilion

Soamp

Soamp

Tehran Game Expo 2013

Tehran Game Expo 2013 Tehran Game Expo & Festival 2013 See You at 5th Corridor Of Main Salon FSR Co. Also You Can Play “Death Statue Game” At the End of Main Salon in Playing Pavilion

Soamp

Soamp

Day One

After a much-needed vacation I'm back, and ready to rock. IGDA Summit Everything at the IGDA Summit was mobile, mobile, mobile. Based on this kind of behavior in the industry, you'll have to forgive me for thinking at one time that mobile was the next big thing. There's two problems: Perhaps half the companies there were support services to help you monetize your app. I haven't heard the word "monetize" so much since the height of the Social boom, when people had huge numbers of free users

Josh

Josh

Success!

You did it! Leadwerks 3.1 is coming to Linux. As traditional gaming platforms are becoming more and more restrictive, software developers, hardware vendors, open-source coders, and gamers are working together to build a better future for gaming on the open platform Linux. I count myself fortunate to have found my place in this movement, and am very grateful that over 700 Linux gamers believed in this idea. What now? I'm driving over to the IGDA Summit today to sit in on a few sessions. The

Josh

Josh

Procedural Terrain

I wanted to add some default procedural generation tools in the Leadwerks 3.1 terrain editor. The goal is to let the user input a few parameters to control the appearance of their terrain and auto-generate a landscape that looks good without requiring a lot of touch-up work. Programmers commonly rely on two methods for terrain heightmap generation, Perlin noise and fractal noise. Perlin noise produces a soft rolling appearance. The problem is that Perlin noise heightmaps look nothing like re

Josh

Josh

Shift to business software

A few weeks ago i discussed my business software to a friend of mine. This friend owns an insurance business and expressed to me that my business software as a good potential, it just has to be put in front of the right people. With him insuring businesses, we agreed that he is in a better position to put the software in front of people who would benefit from it. Because of this, I have decided to make that my current priority when it comes to time set aside for software developing. This wil

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Leadwerks at Cereal Hack 3

Leadwerks is a prize sponsor for Cereal Hack 3 at the Sacramento HackerLab. I stopped by in the morning to listen to the pitches and say hi. Here are a few photos from the event:        

Josh

Josh

Game Week - Dungeon Master

Thought I'd share my experience like Aggror did. First I'd like to say that it's a bummer that only 11 people voted so far. It's not a very big sample size and I hope many more will vote in the next day. I'm open to leaving the poll open for longer to let more people try the games available. Maybe over the weekend or so as people might have more time then. I'm also bummed out that only Aggror and myself have exe's to try. Was hoping for a better turnout and if he and I win it's a littl

Rick

Rick

Game week - development of Lenga

So now that game week is over lets have a look back at how things went.   Game play Gameplay itself was done really quickly. The idea for Lenga is basically Jenga with a twist of colors. I thought of creating an AI that would remove blocks based on a calculation. However I though it would become really boring. So instead I let the player remove a block of a specific color.   Scripts on the wrong entity At some point during testing I came across a script error. I lost a good hour trying to

AggrorJorn

AggrorJorn

New Kickstarter rewards added, with international shipping

I've added new rewards including international shipping for our T-Shirt and sticker, as well as an indie team and professional site license. A lot of people have been asking for international shipping for the T-shirt and sticker rewards, but I wanted to make sure I knew what the shipping would cost first. It's a good thing I checked because it costs $16.75 to ship. The good news is its a flat rate for any country, so I can rely on that cost when I price things. To sweeten the deal, I am incl

Josh

Josh

And we’re coming…

Death Statue is going to be released. 3 years of development finished and we are pretty happy with the results.  After an academical game “Satyar-Return to Parseh(2009)” this is our first commercial game. and of course we had many amazing adventures during development process. Dear Sam, Hamid, Elham, Parisa, Omid, Vahid and all people that worked together as a part of this amazing HEAVY project. Dear Atieh, Ali, Mehran, Payam, Aily, Hesam, Razieh, Mustafa, Ruhollah, Haji3D and all the people

Soamp

Soamp

And we’re coming…

Death Statue is going to be released. 3 years of development finished and we are pretty happy with the results.  After an academical game “Satyar-Return to Parseh(2009)” this is our first commercial game. and of course we had many amazing adventures during development process. Dear Sam, Hamid, Elham, Parisa, Omid, Vahid and all people that worked together as a part of this amazing HEAVY project. Dear Atieh, Ali, Mehran, Payam, Aily, Hesam, Razieh, Mustafa, Ruhollah, Haji3D and all the people

Soamp

Soamp

Stretch goals revealed for Leadwerks for Linux Kickstarter campaign

I'm pleased to announce the full stretch goals for the Leadwerks for Linux Kickstarter campaign:   $26,000 - Android + Ouya for All: We will provide all backers who pledged $100 or more with Android support. We’ll also add support for OUYA, the Android-based open game console. This will let you build games for Android and OUYA, without ever leaving the Linux operating system.   $30,000 - Blender integration: We want to integrate Leadwerks with the free 3D modeling package Blender. We’ll star

Josh

Josh

Status Update

Hello all, it has been a little bit since my last post about continuing to use Leadwerks 3. I have gotten some good positive feedback from the staff at LE3 in regards to them confirming the bugs and doing what they can to fix it.   The colliding of hidden models isn't an issue with LE3 but with the physics engine that LE3 uses. The staff at LE3 is getting in contact to resolve that issue. I have a work around so this isn't stopping me.   The staff had some issues verifying the rolling of

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A first look at the terrain editor

I'm starting to get terrain integrated into the Leadwerks 3 editor. For the most part, it stays pretty close to the design of the terrain tools in Leadwerks 2, and you should have no trouble figuring it out. I'm implementing the critical features first: This will be added into version 3.0 before the release of 3.1.     As I described in my previous blog, my goal is to take all the lessons learned from Leadwerks 2 and come up with something more refined and powerful.

Josh

Josh

You did it! Native game development is coming to Linux

In just three weeks, the Linux community has successfully funded the development of Leadwerks for Linux. This means we're going to bring Leadwerks 3.1 to Linux, with native support for developing Linux games...so Linux games can now be completely free from Windows. Greenlight It's been an amazing few weeks. During this time, we also successfully completed our Greenlight campaign to make Leadwerks available on Steam and take advantage of features like the Steam Workshop. You can see from th

Admin

Admin

Engine Change...Again

So i just got confirmation that my bug is currently being worked on and should be fixed with the next bug fix release. I think this came about due to my post talking about a few of the physics bugs. I also fixed one of my bugs that was causing a lot of issues. I was using a double variable to store the amount of damage being dealt. When i converted that to an int variable, all of a sudden all those minor collisions were no longer affecting the amount of damage being dealt to each other. wit

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Virtual Texture Terrain

The Leadwerks 2 terrain system was expansive and very fast, which allowed rendering of huge landscapes. However, it had some limitations. Texture splatting was done in real-time in the pixel shader. Because of the limitations of hardware texture units, only four texture units per terrain were supported. This limited the ability of the artist to make terrains with a lot of variation. The landscapes were beautiful, but somewhat monotonous. With the Leadwerks 3 terrain system, I wanted to reta

Josh

Josh

Overview and Feature List

Below is a primitive list of features that kings will have. Please leave comments asking questions on how they may work or any features that you would like to see added or removed.   The objective of Kings is simple. To build your own castle, and to destroy your opponents before he/she destroys yours. You challenge friends which will cost IGM (In Game Money) which is specified by you. It works like a bet. You bet your friend x amount of money that you can beat them. If you opponent agree

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