BES Posted June 7, 2016 Share Posted June 7, 2016 A new floor plan, I will make a bunch of these and change things if needed, I am still slowly working on two game projects. The Floor Plans will be segmented too(like the one in the picture), so I can mix and match stuff. Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
Dan22 Posted June 19, 2016 Share Posted June 19, 2016 New level for the game "Meme Simulator 2016" it should be finished this summer or abit after summer. Quote Link to comment Share on other sites More sharing options...
Angelwolf Posted June 20, 2016 Share Posted June 20, 2016 Started to get some proper work done on my new game, OtherSide. Loving the new changes recently made in LE4. 4 Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
Angelwolf Posted June 21, 2016 Share Posted June 21, 2016 A clip of OtherSide in action is now on if you are interested in watching! 3 Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
BES Posted June 22, 2016 Share Posted June 22, 2016 A clip of OtherSide in action is now on if you are interested in watching! I like it, good job so far, I am assuming the laggyness is just from you recording while playing, its reminding me of portal :-) . Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
Slastraf Posted July 9, 2016 Share Posted July 9, 2016 Modeled some Models for Dead Shore : (notice the bottom 3 screenshots) 1 Quote Link to comment Share on other sites More sharing options...
DooMAGE Posted July 16, 2016 Share Posted July 16, 2016 Trying some stuff 2 Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
DooMAGE Posted July 18, 2016 Share Posted July 18, 2016 Now trying to reproduce a HL2 scene. 8 Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
gamecreator Posted August 18, 2016 Share Posted August 18, 2016 3 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted January 4, 2017 Share Posted January 4, 2017 For the Winter Tournament I'm going 3D. I created a simple custom plant (vegetation) for an alien world. 3 Quote Link to comment Share on other sites More sharing options...
f13rce Posted January 5, 2017 Share Posted January 5, 2017 Working on WhiteOut, my entry for the Winter Games! It's a racing game where you race locally, online and/or against the AI. Still need to do the menu, audio and some more maps... But it's getting there! I'm coming for you, warm Leadwerks hoodie 7 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
Sakru Posted January 11, 2017 Share Posted January 11, 2017 Tried to create some simple model with simple animation, only to find out how hard is it when it is 4 legs... https://sketchfab.com/models/7dfe16a2ffe2482499835bedaef31d58 6 Quote Link to comment Share on other sites More sharing options...
Sakru Posted January 11, 2017 Share Posted January 11, 2017 Some zombieeee! ( work in progress ) and DINO ( work in progress ) =) 7 Quote Link to comment Share on other sites More sharing options...
Sakru Posted January 13, 2017 Share Posted January 13, 2017 2 days of work....Hand painted 8k polygons. (UPDATE: 5.6k Triangles after retopo ) Ready for animation. 9 Quote Link to comment Share on other sites More sharing options...
Brutile Posted January 15, 2017 Share Posted January 15, 2017 Dude, that's sick! Can't wait to see those models in a game Quote Link to comment Share on other sites More sharing options...
Jazz Posted January 18, 2017 Share Posted January 18, 2017 Playing with car tail lights. 1 Quote --- Scott Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060 Link to comment Share on other sites More sharing options...
burgelkat Posted January 18, 2017 Share Posted January 18, 2017 Testing Road building blocks (Made with Blender) 3 Quote Link to comment Share on other sites More sharing options...
sjg Posted January 24, 2017 Share Posted January 24, 2017 Three cheers for educational software From the description: Working on this idea (which will eventually have recordings of the phases), with the aim of exposing learners of English to an easy-to-understand introduction to the ins and outs of daily conversation. Currently has no sound, the graphics are very bare, and there is only one conversation. Very much a work in progress but I hope to complete it. 1 Quote Link to comment Share on other sites More sharing options...
sjg Posted January 25, 2017 Share Posted January 25, 2017 As an update on last night's post (or yesterday's, depending where you are), I've worked out a rudimentary system to detect if entities are within speaking distance (and in the correct direction) of each other. I cheated a bit and did it all manually in the above video; there was no checking to see if anyone was in the right place when the in-game conversation was triggered. You can see today's work in action here: So, my overly complicated solution was to create a custom wrapper for a pivot (which has a shape set to be a trigger), adding a hook to the collision checker. We'll call this "ConTrig", because that's what I called it, plus it differentiates it. Now, each of my "Conversationalist" entities has a main "character" pivot with a shape attached which is used for general physics/movement/etc, but I added this "ConTrig" to each Conversationalist. The "ConTrig"'s pivot entity not only has a box shape attached to it, but the pivot is set to be a child of the main pivot of the Conversationalist. The box shape is offset from the main pivot locally on the Z axis, so it's in front of the main pivot + model. Now, every frame, the collision callback tells me if a "ConTrig" trigger was triggered, and if so... it doesn't just check who the character is. Through 7 layers of black magic, it is reported right back to the Conversationalist that its trigger was triggered. So, in a very roundabout way, whatever entity I create can say to me "I have somebody right front of me", if that happens to be the case, because they have a trigger bolted onto them with a hotline to God. There's probably a much simpler way to do it. If anyone knows, I'm very keen to find out so I can streamline things. Quote Link to comment Share on other sites More sharing options...
sjg Posted January 27, 2017 Share Posted January 27, 2017 Solved the last post's question with the help of the forums. Moved on to terrain generation.As I'm going for an angular, cartoony feel, I decided a reasonable way to generate my terrain (for now) would be to do it procedurally with a ton of brushes and models (for flora) placed at random at runtime. I'm using the default assets at the moment as I've been procrastinating in making my own (apart from the font and the chickenman model), so all the terrain is grass01.Note the sneaky fade in. I realised that I had no way of finding the heights of the blocks readily, so I bunged a bunch of trees and bushes in the air and let gravity find the heights for me. The fade in disguises not only things falling, but the trees needed to be repositioned on the Y-axis as the roots were showing, so the fade in is long enough to disguise that as well. 2 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted February 10, 2017 Share Posted February 10, 2017 Found an old game I was working on in 2015. Inspired by Bomberman though for some reason I wanted the main character to drill through dirt. 2 Quote Link to comment Share on other sites More sharing options...
Asragan Posted February 20, 2017 Share Posted February 20, 2017 boring, making some kind of blood fx. Looks like it was hitted by a sword. 4 Quote Link to comment Share on other sites More sharing options...
reepblue Posted March 3, 2017 Share Posted March 3, 2017 Say hello to new set! Higher poly, and way better UV maps than my old models. 4 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
burgelkat Posted April 14, 2017 Share Posted April 14, 2017 Working on a Part of " A long Journey " Train-Station-Map 6 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted April 17, 2017 Share Posted April 17, 2017 Working on a simple multiplayer game. For now both characters are controlled with the same keyboard but the goal is to do it through Steam soon. Edit: and here's the Steam connected version: Right now there is no prediction or interpolation or anything. Just direct, like so: p1info.p1pos = player1->GetPosition(true); p1info.p2pos = player2->GetPosition(true); p1info.boxpos = box->GetPosition(true); p1info.boxrot = box->GetRotation(true); p1info.doorpos = door->GetPosition(true); // Player 1 & 2 facing is set in below code SteamNetworking()->SendP2PPacket(steamIDFriend, &p1info, sizeof(p1info), k_EP2PSendUnreliable); And player 2 (client) just sends player 1 (host) its 3 key states (left, right, jump). Player 1 does all the simulation. 4 Quote Link to comment Share on other sites More sharing options...
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