Leadwerks has a simple networking class, one that I am happy Josh includes in the engine. Sadly, it's not enough to include communication layers, simulating smooth network traffic, and even security. Something that as a programmer, I'm happy to be able to download.
RakNet is a wonderful networking solution, and is seems it's filled with more goodies than an easter egg basket. This is more than a recommendation, this is a must download for anyone who has an independently funded game.
They can be found here
www.jenkinssoftware.com
Thursday, July 30, 2009
Saturday, July 18, 2009
Turrets
Sunday, July 5, 2009
Restucture
I'm currently working on restructuring the code behind my game to accept settings files, which will be written in xml. At my current job, these are the most versatile files in our programs. When each program or service loads, it looks for an xml file, parses the tags and using reflection applies any properties that have the same name as the xml tags.
After that, I'll have to create code to handle multiple players. I'm working on something much larger than joust...
After that, I'll have to create code to handle multiple players. I'm working on something much larger than joust...
Tuesday, June 30, 2009
A New Direction
This week I had a discussion with an old game developer that I met at work about an abandoned project. It was going to be a remake on the old classic Joust, except with a much darker artistic style. Our goal for the game was to create a multilayer environment that's enjoyable for anyone willing to play a platformer.
Back then, we didn't have the right tools, nor the time. Torque 3d was our first solution, though I wasn't willing to learn an entirely new coding language just for the project. Soon after, it was scrapped. I continued on with my project, and we never thought to reinitialize the game. Well, much like a rekindled phoenix to the flame, the old project is born again.
It took me 10 minutes to code a simple platformer in Leadwerks 2.0, when it would have taken months with Torque 3d.
WIP Example shots.


My personal project which is much more advanced that this, will be put on hold for now. You'll see more progress on both projects soon.
Back then, we didn't have the right tools, nor the time. Torque 3d was our first solution, though I wasn't willing to learn an entirely new coding language just for the project. Soon after, it was scrapped. I continued on with my project, and we never thought to reinitialize the game. Well, much like a rekindled phoenix to the flame, the old project is born again.
It took me 10 minutes to code a simple platformer in Leadwerks 2.0, when it would have taken months with Torque 3d.
WIP Example shots.


My personal project which is much more advanced that this, will be put on hold for now. You'll see more progress on both projects soon.
Monday, June 22, 2009
Monday, May 11, 2009
Cameras
Recently I have been having issues developing camera types. Because of the complexity that some designers require for cameras in-game, a third person camera does not come out of the box compiled with the physics engine. It's also easy to code, unless you're me.
Last weekend I developed a third-person camera after several coding glitches causing wasted time. Coding an complete game suite is hard when you do it all yourself! Below are some screenshots of the minor progress made with both first and third person cameras using the mouse to rotate.

On thing I love about Leadwerks is the fluidity in which the world is coded. Add a camera, light, and anything else you need (even out of order sometimes) and the graphics engine takes care of the rest.
Last weekend I developed a third-person camera after several coding glitches causing wasted time. Coding an complete game suite is hard when you do it all yourself! Below are some screenshots of the minor progress made with both first and third person cameras using the mouse to rotate.

On thing I love about Leadwerks is the fluidity in which the world is coded. Add a camera, light, and anything else you need (even out of order sometimes) and the graphics engine takes care of the rest.
Labels:
coding,
game engine,
indie leadwerks,
video game,
visual basic
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