What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
lost_RD
Prole
Posts: 23
Joined: Sun Nov 24, 2013 9:16 am
Location: Australia

Re: What's everyone working on? (tigsource inspired)

Post by lost_RD »

I'm working on a template that includes a set of libraries that act as a foundation from which a game can be built from.

I'm considering calling it FoundationsPack. It will include a modules folder containing libs and utils in the form of lua files as well as a main.lua that has been preconfigured to use the aforementioned libs and utils for maximum convenience. Stay tuned, I'll post v1.0 in Projects & Demos soon.

Edit: here it is! http://love2d.org/forums/viewtopic.php?f=5&t=79113
User avatar
Zilarrezko
Party member
Posts: 345
Joined: Mon Dec 10, 2012 5:50 am
Location: Oregon

Re: What's everyone working on? (tigsource inspired)

Post by Zilarrezko »

Here's an update on how slow my progress is.



Next up, maybe actual graphics...
User avatar
Positive07
Party member
Posts: 1014
Joined: Sun Aug 12, 2012 4:34 pm
Location: Argentina

Re: What's everyone working on? (tigsource inspired)

Post by Positive07 »

It looks amazing, the pathfinding is so smooth that it looks like you had the routes preprogrammed, also it's rather fast so sometimes it wasn't even noticeable, it seemed like he was teleporting, otherwise... AMAZING :awesome:
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
User avatar
Zilarrezko
Party member
Posts: 345
Joined: Mon Dec 10, 2012 5:50 am
Location: Oregon

Re: What's everyone working on? (tigsource inspired)

Post by Zilarrezko »

Positive07 wrote:It looks amazing, the pathfinding is so smooth that it looks like you had the routes preprogrammed, also it's rather fast so sometimes it wasn't even noticeable, it seemed like he was teleporting, otherwise... AMAZING :awesome:
Thanks man, that's very encouraging.
User avatar
norubal
Party member
Posts: 137
Joined: Tue Jan 15, 2013 5:55 am

Re: What's everyone working on? (tigsource inspired)

Post by norubal »

Image

added background, modified UI, and something big is comming.
User avatar
Jasoco
Inner party member
Posts: 3727
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by Jasoco »

Taking a slight break from my RPG I got the idea in my head that I wanted to create a platformer using Bump. So for the past few hours I've been working on this...



I actually coded it inside a blank state in my already existent RPG project to save myself time. Anyways, you can kind of guess what I'm trying to emulate here.

It's still a little buggy with the block picking up and replacing and I only just noticed when I started recording that some blocks weren't being marked as blocks. Either way, it works pretty nicely right now. Bump really made it easy to do too.

Also, you'll notice I wrote an algorithm for minimizing the number of collision boxes by finding large connected groups of like tiles and turning them into a single block instead. (Only for tiles that won't ever change of course.) This was really fun. I had to write it for my map creation in my RPG when I discovered that the world map ended up using so much memory for collisions that the sheer amount of garbage caused Löve to crash. So instead of finding a new collision system, I wrote something I never thought I could.

The physics needs work. I basically took a good look at how it was done in the Bump example. Need to implement more precise platforming controls. Especially for jump height.

Gonna have to implement moving platforms and enemies you can stand on and pick up too.

Oh, by the way, this video is available in 16:10 4K. (Which is the resolution of my display)
User avatar
IceQB
Citizen
Posts: 67
Joined: Sat Nov 03, 2012 1:11 pm

Re: What's everyone working on? (tigsource inspired)

Post by IceQB »

Simple game for android
Image
and horror 2D
Image
User avatar
norubal
Party member
Posts: 137
Joined: Tue Jan 15, 2013 5:55 am

Re: What's everyone working on? (tigsource inspired)

Post by norubal »

Image

Translated title, and got proofread ingame scripts.
Germanunkol
Party member
Posts: 712
Joined: Fri Jun 22, 2012 4:54 pm
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by Germanunkol »

New key assignment menu for Bandana:

Image
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
User avatar
Jasoco
Inner party member
Posts: 3727
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by Jasoco »

Some signs of life emerge!

Image

No collision detection for the NPCs yet, nor is there interaction. But they have sprites and move randomly. (Scripting will come in time)
Post Reply

Who is online

Users browsing this forum: Ahrefs [Bot], lysandre and 6 guests