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Project OLED: Arcade game tutorials

I am currently looking into some 2d basic/arcade game tutorials which might follow up on the OLED project once all the lua basics tutorials are done.   Think about games like: Minesweeper Tetris Pong Bejeweld (match 3) Asteroids Snake Arkanoid (breakout)   Minesweeper is already finished:     Replicating all these games myself gives a great indication on their complexity, even for arcade games. Grid based games like minesweeper, bejeweled and tetris are the easi

AggrorJorn

AggrorJorn

Component Based Engine design

Besides making tutorials I am also working on my own project. It is my biggest one yet, but I think I have enough knowledge to get at least really far. Right now I am building my own engine on top of Leadwerks 3. The entire project is written mainly in C++.   Component Based engine design. Since Leadwerks is very flexible you can do a lot of different things with it. The Lua scripts in the editor are a good example of component based design. However if you switch to C++ you don't have this d

AggrorJorn

AggrorJorn

Visual Studio Code for Leadwerks

I have been using Visual Studio Code for a couple of years now and it is my defacto text editor next to Notepadd++. I mainly use it however to write Lua scripts.  Opensource Lightweight Cross platform Completely adjustable hotkeys (or automatically map from Visual Studio: https://marketplace.visualstudio.com/items?itemName=ms-vscode.vs-keybindings) Fully customisable theming (with standard themes included) Supports all major languages. Lua is supported

AggrorJorn

AggrorJorn

An in-game console

After creating my Component based engine structure for my main project, I have now moved on to the next stage of development: an in-game console.   Possibilities To sum up what you can do with it, here is a little video demonstration.     On the To-Do list Although the core of the console is finished and working the way I want it to work, there are some slight improvements. Grapics are simple boxes at this point. I want to go for Valve's in-game console look , which looks simple b

AggrorJorn

AggrorJorn

To program or not to programm

After 8 months since I purchased the Leadwerks Engine I'm still doubting about which direction to choose when it comes to game developing. At the moment I'm at a point where I can't choose whether I should focus more on moddeling, or if I should pay al my attention to scripting/coding. I'm doing a lot of these things at the same time without actually making some good progress. I never expected that I would learn how to programm by just messing around in the Leadwerks editor, but I have to admit

AggrorJorn

AggrorJorn

Winter Games 2016 - On the road again - Part 1

Finally done moving to my new house and today I got my computer setup again. And as a start, I thought, lets give it a go for the winter games tournament.   It is a little racing game where the tracks gets randomly generated on the given seed. I think I will call it "On the road again", named after the song and because of the fact that the level generation allows you to skip parts of the track if you simple fall down on the track below you.    

AggrorJorn

AggrorJorn

Winter Games 2016 - On the road again - Part 5

This is the final blog post for my game entry this tournament.   GUI I am really happy the way the GUI came together in the end. UI really isn't my strongpoint so being able to produce something doable is a great reward.   Car physics Although most car tracks can be finished with a car, it is not an easy task. The car tumbles over far to quickly. There is also a bug left were loading a new car level causes the car to glitch. Since I am reusing the same car here, I have no idea what is furt

AggrorJorn

AggrorJorn

Tutorials and paid scripts

Paid scripts I am looking in to publishing paid scripts to the workshop. There are 2 script collections that others might find interesting: Advanced Third Person Controller Many tweakable options: from double jumping, to camera offset, camera snapping, smoothing, speed controls etc Spline paths Not just useful for camera paths, but also for instance factory belts, vehicular movement (static cars, trains etc), airial paths (birds, planes), VR on rails.

AggrorJorn

AggrorJorn

Aggror's devlog #3: Road splines

In a previous developer blog I showed how I use spline paths inside the Leadwerks editor. The cool thing about splines as that they are extremely multipurpose. I started working on generating meshes based on the splines.  Think about ropes, wires, rivers, rollercoasters and of course roads Ropes and wires are in progress because I find them the coolest. Especially rope bridges are awesome to make and see in play. They require a lot of finetuning so I have put that on halt for now. In the me

AggrorJorn

AggrorJorn

Lua table gotcha

I recently was introduced to a bug in my game. I had 20 AI units and only 19 of them were actively doing something. Number 20 was just standing there. The problem eventually lied in using '#enemies' to get the amount of enemies. Here is what happened: A lua table index by default starts on index 1. This in contrary to many other languages where it starts at 0. However, you can assign a value to index '0' if you want. Since I use C# on a daily basis, I am more comfortable using the 0 in

AggrorJorn

AggrorJorn

For loop optimization

Today I learned a pretty basic but very usefull programming principle. It is about declaring multiple initialisers in a for loop. I am working with a mobile application and speed and memory are more of an issue than on computer right now. My application is finished when you look at its functionality and construction, but it has to be optimized.   Here is a narrowed down example of what I am doing:   for(int i = 0; i < veryLongArray.length(); i++) { DoSomething(i); } This is very b

AggrorJorn

AggrorJorn

Winter Games 2016 - On the road again - Part 3

Instead of spending more time on getting the car to work properly, I added in a simple ball real quick and to be honest: I like the faster gameplay a lot more. What do you guys think? I do miss the ghost cars, so those will definitely come back.   I have updated the game in the launcher. http://www.leadwerks.com/werkspace/page/viewitem?fileid=821020417

AggrorJorn

AggrorJorn

Tutorial recording setup

Something that has always been a time consuming process is getting the audio right in my recordings. Although I have a very decent headset, recordings allways contained a lot of static noise and voice 'pops'. To get an acceptablequality I required a finetuned microphone placement for every recording. 1cm to the left could make a big difference. The recording software that I use has some build in noice reduction filters, but they do not always guarantee a smooth audio track.   Since there are g

AggrorJorn

AggrorJorn

The pursuit of happiness.

The world of games, game development and game design is awesome. I just love it. The fun part is, that I only realised this since the past year and a half. Before that, I just liked playing games. Nothing else slipped in to my mind about "how a game is made etc.".   I like to tell you a little story about myself. We didn't have a computer at home until I was 10. Before that, I used to play games at my neighbours house. My neighgbours where German and their kid had a computer at his room with o

AggrorJorn

AggrorJorn

Getting a job

So school time is over. I graduated from the Hogeschool of Amsterdam as a Game Developer which means I can officially put 'ing' (from engineer) in front of my applicant name. Now that the 'study' period of my life is over (although it isn't really, right? I mean when do you ever stop learning!) it is time to get a job and start earning some money.   Guerrilla Games For the past 6 months I did my thesis internship at Guerrilla Games. Which was awesome. I was surprised at first that they offere

AggrorJorn

AggrorJorn

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

Return to the Zone

Back in 2010 Josh, creator of the Leadwerks Engine, asked Dave Lee to create a part of the exclusion zone. 7 years later, this project has been revisited and rebuild. Original footage from Leadwerks 2.3   With Leadwerks 3 I asked Josh if I could convert the assets to the new engine. Most assets were uploaded to the workshop, but they lacked proper physics, materials etc. Back then the Leadwerks 3 engine didn't have the vegatation editor and no deferred renderer. So build

AggrorJorn

AggrorJorn

Game development it is

As of next year I will be studying Game development in Amsterdam This is going to be awesome!   At the moment I am taking an extra course math. Although it is really tough, I really enjoy it! (in contrary to most of my surrounding living organisms.)

AggrorJorn

AggrorJorn

1 month of Game developing

Technically the title isn't really correct since game development hasn't really started yet. The first 10 weeks are introduction weeks, which are probably neccesary for a lot people who do not know which business unit they want to choose. As for me it has been clear that Game Development is my direction but in the mean time I get all sorts of classes from different IT directions: System and Network engineer Software engineer IT manager Human Centered Design Technical Computing

AggrorJorn

AggrorJorn

3 weeks of Leadwerks 3

In follow up to Andy, I also want to do a little blog on my experience with Leadwerks 3 so far. The first week after purchasing I didn't have much time to spend on it. Luckily after that week, there was quite some time left for the start of a new adventure.       Lua In contrary to Leadwerks 2.3, I now want to lay most of my focus on C++. That is kind of Ironic, since a lot more people are interested in Lua now that Leadwerks 3 has arrived. It is not that surprising since the advantages of

AggrorJorn

AggrorJorn

Mutant Madness - Starting up

Tower defense games are my favorite casual games. The last few weeks I have been spending some free time on playing several of them. Steam had a lot of sales recently which gave me no choice but to buy them. Here are a few: Defense Grid: The awakening Orcs must die iBomber: Pacific They are quite addictive and found myself buying a lot of available DLC´s.     Mutant Madness I want to build a simple tower defense game. That means: Build a tower on flat ground Tower shoots o

AggrorJorn

AggrorJorn

Mutant Madness - Building placement part 2

Building selection A little update on the building placement. You can scroll with your mousewheel to select a different tower. I made the following code to cycle through the towers: //Mouse wheel checking m = LE.MouseZ(); if (prevM < m) { selectionID++; if (selectionID > 4) { selectionID = 0; Console.WriteLine("now 0"); } SetNewCurrentTempTower(); } else if (prevM > m) { selectionID--; if (selectionID < 0) { selectionID = 4; C

AggrorJorn

AggrorJorn

On the road again - Part 4

I have uploaded a new version containing save games and some improvements regarding restarting a level, going to back menus etc.   Saves Every time you finish a level, a property is set to keep track of the levels you finished. Only downside when using the launcher is that this will only get set, when the game is closed. So when you finish 4 levels, it will not become clear you finished these levels until after you have restarted the game. But still a pretty nice feature to have.   Track

AggrorJorn

AggrorJorn

Aggror's devlog #2: Zone optimizing

The easiest, but none the less effective, way to optimize a large outdoor scene is setting a view range for an entity. Here are some basic rules that I used during the rebuild of the Return to the Zone project. Max: Here you can think of essential buildings and large structures. Think about distant buildings, powerlines, bridges and entities that stick out above the vegetation or water plane. Far: Here we have the larger props: containers, trains, vehicles, walls, statues. This als

AggrorJorn

AggrorJorn

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