What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
gtothereal
Prole
Posts: 42
Joined: Thu Jan 06, 2011 3:17 pm

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

Post by gtothereal »

Im Creating a game based on gravity and teleporation for my vocational class. Im new too lua and love and programming in general. I think i've earn the title of biggest noob on the site. i'll be taking my crown now.
User avatar
TechnoCat
Inner party member
Posts: 1611
Joined: Thu Jul 30, 2009 12:31 am
Location: Milwaukee, WI
Contact:

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

Post by TechnoCat »

gtothereal wrote:Im Creating a game based on gravity and teleporation for my vocational class. Im new too lua and love and programming in general. I think i've earn the title of biggest noob on the site. i'll be taking my crown now.
I'm working on a game for TIGSource too.
User avatar
gtothereal
Prole
Posts: 42
Joined: Thu Jan 06, 2011 3:17 pm

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

Post by gtothereal »

TechnoCat wrote:I'm working on a game for TIGSource too.
tigsource?
User avatar
TechnoCat
Inner party member
Posts: 1611
Joined: Thu Jul 30, 2009 12:31 am
Location: Milwaukee, WI
Contact:

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

Post by TechnoCat »

gtothereal wrote:
TechnoCat wrote:I'm working on a game for TIGSource too.
tigsource?
I seem to have mistaken the thread title "Re: What's everyone working on? (tigsource inspired)" as part of your post. Oops! Whatever, I'm dumb.
User avatar
BlackBulletIV
Inner party member
Posts: 1261
Joined: Wed Dec 29, 2010 8:19 pm
Location: Queensland, Australia
Contact:

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

Post by BlackBulletIV »

TechnoCat wrote:
gtothereal wrote:
TechnoCat wrote:I'm working on a game for TIGSource too.
tigsource?
I seem to have mistaken the thread title "Re: What's everyone working on? (tigsource inspired)" as part of your post. Oops! Whatever, I'm dumb.
:ultrahappy: ^^
User avatar
thelinx
The Strongest
Posts: 857
Joined: Fri Sep 26, 2008 3:56 pm
Location: Sweden

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

Post by thelinx »

dodgegasm.webm
(1.28 MiB) Downloaded 836 times
As you can tell from my player sprite, I'm not a very good artist. Like, at all.
User avatar
thelinx
The Strongest
Posts: 857
Joined: Fri Sep 26, 2008 3:56 pm
Location: Sweden

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

Post by thelinx »

Completed my bullet behaviour scripting.

Code: Select all

-- syntax to create a bullet:
mybullet = Bullet(sprite, position, spriteRadius, hitboxRadius, events)
-- the events table is an array of {time, func} items.
-- the func will execute when the bullet's lifetime exceeds time.
-- the bullet also has a backend "updatefuncs" table, which contains functions that are executed on every bullet update
-- you add functions to it by making an event at 0.
-- here's an example bullet:
Bullet(self.files.gfx.bullet, Vector(math.random(50, 450), math.random(50, 450)), 8, 4, {
  {0, function(self) -- executes on first bullet update
    self.updatefuncs.move = function(self, dt)
      self:modPosition(Vector(100, 100):rotate(self.angle) * dt) -- move in our direction for 100 pixels per second
    end
    self.updatefuncs.updateangle = function(self, dt)
      local add = math.pi * dt -- move half a turn a second
      if math.floor(self.lifetime) % 2 == 0 then -- if an odd second
        add = -add -- negate the angle to add
      end
      self.angle = self.angle + add -- change the direction
    end
    self.updatefuncs.outofbounds = function(self)
      if self:outOfBounds(550, 550) then -- 550x550 is the size of the game field
        self.remove = true -- the Game class removes the bullet later on
      end
    end
    self.color = Color(math.random(200, 255), math.random(200, 255), math.random(200, 255), 255) -- needs more fabulous
  end},
  {5, function(self) -- executes after five seconds of lifetime
    self.updatefuncs.move = function(self, dt) -- you can override the old updatefuncs!
      self:modPosition(Vector(200, 200):rotate(self.angle) * dt) -- move in our direction for 200 pixels per second
    end
    self.color = Color(math.random(200, 255), math.random(200, 255), math.random(200, 255), 255) -- why not?
  },
})
I realise that this approach may be ...scary. Any feedback is appreciated.
User avatar
StoneCrow
Party member
Posts: 199
Joined: Sat Apr 17, 2010 9:31 am
Location: Wales the land of leeks and leaks
Contact:

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

Post by StoneCrow »

remember my last post on this thread here
well i have progressed and finished the tile loader, scrolling and player movement.
Once again i hit a wall with collisions code but im building a library or two to make things easier for me :3
Image
that is what it looks like at the moment ^^
Dull but sincere filler.
User avatar
FinalSin
Prole
Posts: 16
Joined: Tue Dec 14, 2010 3:09 pm

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

Post by FinalSin »

Hey. I just wanted to properly say hi, as I've popped in a few times for advice and am hoping to stay around more since I'm using Love almost daily.

I'm working on a game for TIGsource's almost-closed VERSUS competition. It's a two-player Roguelike; my first complete game, really (when it's, uh, complete...).

Added the ol' avatar to feel more at home. Just wanted to thank the community for being so cool so far.
User avatar
gtothereal
Prole
Posts: 42
Joined: Thu Jan 06, 2011 3:17 pm

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

Post by gtothereal »

Just finished and posted version 2.7 of my gravity game.
Post Reply

Who is online

Users browsing this forum: No registered users and 13 guests