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View File Penultimate Pyre Penultimate Pyre is a short atmospheric horror game about taking care of a fire in a frozen world. The world is cold. The cabins are empty. The fire still wants warmth. About this entry The game uses a retro PS1 and old PC game style. It’s not meant to be 100% accurate, but this is the look I wanted for this project. This is my entry for the Leadwerks Winter Games 2025. I like winter, and I tried to follow that theme while also testing some of the new features in the engine. I used the terrain system, the new post-effect stack, and the Reduce Mesh feature in Leadwerks 5. The Reduce Mesh tool helped a lot with the low-poly PS1 style. Sometimes there isn’t a low-poly version of a model, so this tool makes it easier to match the game’s look. Controls WASD – Move E – Interact C – Crouch Submitter DooMAGE Submitted 01/17/2026 Category Games
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Sunday night at 11:59 PM is the cutoff date. However, games that are uploaded can always be updated if you select File Actions > Upload New Version.
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DooMAGE started following Penultimate Pyre
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2 downloads
Penultimate Pyre is a short atmospheric horror game about taking care of a fire in a frozen world. The world is cold. The cabins are empty. The fire still wants warmth. About this entry The game uses a retro PS1 and old PC game style. It’s not meant to be 100% accurate, but this is the look I wanted for this project. This is my entry for the Leadwerks Winter Games 2025. I like winter, and I tried to follow that theme while also testing some of the new features in the engine. I used the terrain system, the new post-effect stack, and the Reduce Mesh feature in Leadwerks 5. The Reduce Mesh tool helped a lot with the low-poly PS1 style. Sometimes there isn’t a low-poly version of a model, so this tool makes it easier to match the game’s look. Controls WASD – Move E – Interact C – Crouch -
mdgunn started following Winter Games 2025
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I was re-checking the dates and the image says January 19 but the text says before January 19th. but does the text mean... Submit it before [END OF] January 19, 2026 (GMT). OR Submit it before [START OF] January 19, 2026 (GMT). To my mind it never makes much sense to advertise a date which you then have to remember is the date at which it is TOO late to do a thing. And yes...my fault for having to divert some time near the end. So grasping at straws yes. Getting close but hoping I can submit something more complete given an extra 24 available hours till end of 19th. So are submissions by end of Jan 19th acceptable @Josh?
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The editor seems to no longer respect the paths to executable paths given in the settings. It'll always prefer the Project Name and assume the suffix and extension. I have a feeling this was done intentionally as the idea of using the editor for modding kind of went away but it still looks like it'll respect the entry provided. I found this out experimenting and I recall this working just fine in the past. I could always make an extension to load other programs, but I was a fan of this feature.
- Yesterday
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I need one day more... I mixed up the days... Everything is going according to plan. I have to make it.
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Thirsty Panther started following Rotation not working and other strange things
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I'm having problems with my game. I have a vec3 defined for rotation of my character but no rotation takes place. If I print the values for it I get very small values like 0.06. The script is based off the mover script that comes with Leadwerks. I've removed most of my other code to show the problem that is happening. You can see in the screenshot that the rotation value is 5 around the Y axis but the print return a group of small numbers. Another thing is that the Vec3 for speed doesn't expose in the editor properly but works fine in game. I will PM you the project so you can have a closer look.
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Canardia started following Carve crashes Editor
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I'm trying to create a cone which has a base from a inverted cone which has its top cut off. My idea was to put a cube around those 2 parts and carve them out of the cube (step 1) to create a mold for the final combined model. Finally I would use the mold to carve out the two united cone object (step 2) from another cube. However, the Editor crashes at step 1. Attached is the map with the cones and cube. player.7z
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View File INGENUITY LEGACY Echoes Beyond the Red Dust Game Description – INGENUITY LEGACY INGENUITY LEGACY is a narrative and contemplative experience inspired by the real-life mission of the Ingenuity Mars Helicopter and the spirit of exploration. The game offers a slow-paced journey across the Martian surface, inviting the player to engage in observation, environmental awareness, and quiet discovery. Rather than focusing on action or challenge, the experience emphasizes atmosphere, symbolism, and the passage of time. Gameplay is intentionally minimalist, prioritizing environmental storytelling and reflective moments over complex mechanics. Each scene is designed to be felt rather than explained, allowing the player to connect emotionally with the world and its meaning. Developed using Leadwerks 5, INGENUITY LEGACY was created as part of the Leadwerks Winter Games 2025, a community-driven development event that encourages creativity, experimentation, and personal expression within a limited scope. INGENUITY LEGACY is a brief, intimate experience about exploration, patience, and the legacy that remains when a mission comes to an end. Submitter Yue Submitted 01/17/2026 Category Games
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Yue started following INGENUITY LEGACY Echoes Beyond the Red Dust
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17 downloads
Game Description – INGENUITY LEGACY. The game offers a slow-paced journey across the Martian surface, inviting the player to engage in observation, environmental awareness, and quiet discovery. Rather than focusing on action or challenge, the experience emphasizes atmosphere, symbolism, and the passage of time. Gameplay is intentionally minimalist, prioritizing environmental storytelling and reflective moments over complex mechanics. Each scene is designed to be felt rather than explained, allowing the player to connect emotionally with the world and its meaning. Developed using Leadwerks 5, INGENUITY LEGACY was created as part of the Leadwerks Winter Games 2025, a community-driven development event that encourages creativity, experimentation, and personal expression within a limited scope. INGENUITY LEGACY is a brief, intimate experience about exploration, patience, and the legacy that remains when a mission comes to an end. -
yurembo started following Editor crashed
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After I moved the mesh, a shadow copy was created in its original location. When I clicked on the shadow copy, the editor crashed. The map file was not damaged.
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The tutorials made by the Dev are great for someone new to using a game engine, but I'm already familiar with most of the concepts. What I could really use is something along the lines of "here is how you create a gun for the FPS template" or "here's how you make a save/load system". Are there such tutorials produced by members of the community?
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Ashwalker joined the community
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Leoson7061 joined the community
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Andrej74 joined the community
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There is an Initialize() command in C++ that can accept a structure, with a setting to disable multithreading. This will allow a framebuffer to be created on a resizable window, but it's not good for performance. I don't recommend using this for games, only for GUI-driven windowed applications.
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Hi, I have a few questions and suggestions regarding component management. I've tried digging through the documentation but haven't found anything that addresses these yet: 1. Component refresh: Is there a way to refresh components in the editor without restarting it? If not, would it be possible to add a button for this in the UI? Currently, the refresh behavior seems almost random. Sometimes old components that no longer exist still appear in the list. 2. Default components: I've noticed I can't fully remove the default components, which I'd like to do for a clean starting point on new projects. Is this expected behavior, or am I missing something? 3. Component registration: I'm a bit confused about how components are registered in the first place. I've seen some JSON files that seem related, but I'm not sure how it all works. Apologies if I missed some docs! Thanks in advance!
- Last week
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I found a workaround which is actually better than having a thin title bar: int w = 1920; int h = 1080-48; auto style = (WindowStyles)0x00000000L;
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The thing is, I don't need to resize the window, I only want it be in maximized mode when it's created. In maximized mode the title bar gets thinner.
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Not with the framebuffer. You'll need to create a new window. See Source/Game/GameMenu.cpp for how the stock code handles changing the window size.
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Is there any other way to maximize a window, like pressing the maximize button on title bar? I need it only once when the window is created, before I create the framebuffer. It should look like this (the windows 11 titlebar is visible below the window):
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Is this with a frame buffer attached to the window. If so, that flag isn't supported.
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Without the WINDOW_RESIZABLE it works: int w = 1920/2; int h = 1080/2; auto style = WINDOW_CENTER | WINDOW_TITLEBAR | WINDOW_RESIZABLE;
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I actually ran into shortcut keys not working as well and I'm using a US-English keyboard. It's normally when multiple tabs are opened. To fix the issue, I have to close all the scripts and reopen the one I was working on.
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View File SnowBall VR SnowBall VR is a simple target game using Leadwerks 5. Throw snowballs at targets in a short amount of time to increase your score! This was submitted as part of the Leadwerks Winter Games 2025! This game requires a compatible VR headset. Submitter reepblue Submitted 01/16/2026 Category Games
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schneller joined the community
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Look out: https://www.leadwerks.com/community/files/submit/?do=submit&category=152 Or read this carefully:
- 1 reply
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