Thanks Germanunkol ! I will work on the multiplayer in the following months (as now I'm pretty busy ), but hopefully it will available with more complete gameplay and multplayer before summer
I entered the Linux Game Jam with a small love2d game :) https://mandarancio.itch.io/orbital-ballistics You can find the latest development at https://github.com/Mandarancio/Planetary-Ballistics https://img.itch.io/aW1hZ2UvMTI3OTI2LzU5MDQ4My5wbmc=/original/kODwK8.png https://img.itch.io/aW1hZ2UvMTI3...
God-Rays shader From http://fabiensanglard.net/lightScattering/index.php External variable (play with this parametrs): decay (~0.5-0.8) density (~0.2-0.4) weight (~0.5-2) lightPositionOnScreen (vec2 with the position of the light [using texture coordinate (0.0-1.0,0.0-1.0)]) extern number decay; ext...
Hi to all! I search a little bit on the forum but I don't find a solution so I ask here! My English is very bad! Sorry! First of all is a lot of time that I don't use love and I never write shader.. I'm trying to learn it for make a bloom + blur effect for my futures game, so I start with some rando...
Then you problably time things by frames. You can avoid this if you use per-second timing instead. That makes the game independent of the frame rate. time_buf = 0 function update(dt) time_buf = time_buf + dt -- Spawn every two seconds: if time_buf > 2 then -- spawnMole() time_buf = 0 end end I use ...
Post by Dvondrake on Thu Nov 06, 2008 7:59 pm Very nice! Artwork is great. Thanks Graphics after my taste, but why two different versions? And how did you time this game? The moles seem to be appearing very slowly ... I made two different version for the problem that you say (the slowly of the mole...