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About this blog

A blog where I talk about anything relating to Leadwerks, and then some.

Entries in this blog

Leadwerks + FMOD Studio

Cyclone was shaping up visually, but I was getting feedback about the sound implementation not being so good. I previously created a script system that defined all my sounds under profiles. This was a step in the right direction and made it easier to tweak sounds without recompiling code. However, no matter how much I played with variables, I never was able to satisfy the complaints.  After I showcased my first gameplay trailer, I decided to finally sit down and really understand FMOD. I wa

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reepblue in Code

Level Transitions

Level transitions are the old school way of getting your player from one map to another. Here I implemented a system much like HL2. Not much else to say, but I should be ready to talk more soon. (Hopefully!)   

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reepblue in Code

Creating a Stable Foundation - 5 Years In The Making!

In late 2014, I made the bold decision to focus less with Source Engine mods and pick up an actual engine I could use without legal conflicts or worrying about knowing the right people. At the time, it was like all other options were telling me to forget everything I've picked up through the years of making popular maps and mods and learn something that's completely unique to their software. CSG tools were declared too uncool, and any engine that was nice enough to support it enforced that any a

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