Don't have anything to show right now (at work) but I've been mostly learning the framework.
I guess the highlight of what I've done so far that isn't your run of the mill platform gameplay is a "AAA-quality" (lol) post-processing pipeline, with:
- Deferred shading
- Atmospheric scattering backdrop (sky)
- Sunshafts
- Bloom
- HDR and filmic tonemapping
- Auto-exposure adaptation
- Film grain
Was planning to do more, like motion blur, but I haven't gotten that far yet.
Need to work on my art skills before I put it all together into something unique and visually pleasing.
What's everyone working on? (tigsource inspired)
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: What's everyone working on? (tigsource inspired)
Just something I've been fiddling with..
-
- Party member
- Posts: 712
- Joined: Fri Jun 22, 2012 4:54 pm
- Contact:
Re: What's everyone working on? (tigsource inspired)
It's funny to hear your voice. For some reason, given your avatar, I always expected you to sound more like a woman
The jumping looks really good, it makes the blocks almost look like they're higher, only because of the animation! Light/Shadows are also neat - are you using a shader?
But the thing I liked the most is the ghost animation when you die. Nice touch!
The jumping looks really good, it makes the blocks almost look like they're higher, only because of the animation! Light/Shadows are also neat - are you using a shader?
But the thing I liked the most is the ghost animation when you die. Nice touch!
trAInsported - Write AI to control your trains
Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
GridCars - Our jam entry for LD31
Germanunkol.de
Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
GridCars - Our jam entry for LD31
Germanunkol.de
Re: What's everyone working on? (tigsource inspired)
Looks nice and i really appreciate libraries !
- Roland_Yonaba
- Inner party member
- Posts: 1563
- Joined: Tue Jun 21, 2011 6:08 pm
- Location: Ouagadougou (Burkina Faso)
- Contact:
Re: What's everyone working on? (tigsource inspired)
Man that is sweet! Sweet!styves wrote:Started working on a lighting library for quick drop-in lighting for Lovers. Here's a screenshot.
-
- Party member
- Posts: 712
- Joined: Fri Jun 22, 2012 4:54 pm
- Contact:
Re: What's everyone working on? (tigsource inspired)
I love the idea of making it "plug and play" stlye.styves wrote:Started working on a lighting library for quick drop-in lighting for Lovers. Here's a screenshot.
How about putting this into a github repo and then adding more and more shaders to it?
I'd love to contribute if I can.
It would be great to see more shaders used in Love games...
trAInsported - Write AI to control your trains
Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
GridCars - Our jam entry for LD31
Germanunkol.de
Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
GridCars - Our jam entry for LD31
Germanunkol.de
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: What's everyone working on? (tigsource inspired)
No shaders. Just good old fashioned love.graphics.setBlendMode("subtractive").Germanunkol wrote:It's funny to hear your voice. For some reason, given your avatar, I always expected you to sound more like a woman
The jumping looks really good, it makes the blocks almost look like they're higher, only because of the animation! Light/Shadows are also neat - are you using a shader?
But the thing I liked the most is the ghost animation when you die. Nice touch!
Code: Select all
if self.lightLevel < 1 then
lgr.setCanvas(self.lighting)
self.lighting:clear(0,0,0,255 * (1 - self.lightLevel))
lgr.setBlendMode("subtractive")
for i, ls in pairs(self.level.lightSources) do
lgr.setColor(0,0,0)
local i = app.images.lights[ls.shape or "small"]
lgr.draw(i, ls.x, ls.y, 0, 1, 1, i:getWidth() / 2, i:getHeight() / 2)
end
lgr.setBlendMode('alpha')
lgr.setCanvas()
end
I've been studying this video constantly. I'm trying to replicate the gameplay as close as possible while fixing some of the quirks. (In the game there is a delay after pressing a direction where you pause so you can turn to face an enemy without walking onto it. But it means moving around angled areas and other places just gets cumbersome. So I removed the delay and added a modifier if you want to just turn around. I even replicated the ability to turn around while jumping. Plus you can fire your weapon while jumping just like the original. And since last night I added the spears from Chapter 5: Captain Bell.
- josefnpat
- Inner party member
- Posts: 955
- Joined: Wed Oct 05, 2011 1:36 am
- Location: your basement
- Contact:
Re: What's everyone working on? (tigsource inspired)
I've been working on a PratCam like system for DOYC.
This is just a tech demo, and I intend on getting actors for each camera, but this preview should give you an idea of what I have accomplished.
This is just a tech demo, and I intend on getting actors for each camera, but this preview should give you an idea of what I have accomplished.
Missing Sentinel Software | Twitter
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: What's everyone working on? (tigsource inspired)
Made some significant changes to the engine with some progress and an editor.
Who is online
Users browsing this forum: Ahrefs [Bot] and 6 guests