I don't want to reveal much until I have a much more mature engine, but I can show a small screenshot...
What I can say is it's one of those puzzlers where you walk around pushing and manipulating things to get to the exit picking up items as you go. And the character is a girl named Hayley.
It's done in SNES style graphics.
More information will come in the next few days. Can't wait to reveal more! I'm very happy with what I've done so far.
Teaser for a game I'm working on...
- BlackBulletIV
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Re: Teaser for a game I'm working on...
Do the birds walk around!?
- Jasoco
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Re: Teaser for a game I'm working on...
They do more than that, my friend. I'm very happy with the birds. And they're only for decoration! (At this point at least)Motig wrote:Do the birds walk around!?
Re: Teaser for a game I'm working on...
Looks really, really good.
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If Linux were a beer, it would be shipped in open barrels so that anybody could piss in it before delivery
- Jasoco
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Re: Teaser for a game I'm working on...
Before I show off the whole thing I need to implement some things. But I also need ideas of what kind of game it needs to be. Will it be a one room puzzle, move onto the next, or a game where you can travel from room to room. I can do either, and if I do the room to room one, I have an idea using framebuffers to make it slide each room into view. If it works. I just hope my relying on framebuffers won't cut down the audience I can reach with the game.
When a .love project is run on a system with less framebuffers than the game requires, does it give an error? I tried to force it to run out on my 2010 MacBook Pro (13") by creating 5000 of them and it never gave me an error. It created all of them. Granted they were all 256x256 pixels. But still. How do we know what the limit is on our system? How can we test the limits and what our computer can and can't do?
Edit: Finally got it to error at 10000. The error screen was all distorted and broken too. It was funny. Doing some narrowing down it crashes at 6678 256x256 sized framebuffers. Which is a total of 437,649,408 pixels.
And using 512x512 pixel buffers, I get 1944 of them. Which is a total of 509,607,936 pixels.
Needless to say, that's a lot of framebuffers for an integrated video card.
When a .love project is run on a system with less framebuffers than the game requires, does it give an error? I tried to force it to run out on my 2010 MacBook Pro (13") by creating 5000 of them and it never gave me an error. It created all of them. Granted they were all 256x256 pixels. But still. How do we know what the limit is on our system? How can we test the limits and what our computer can and can't do?
Edit: Finally got it to error at 10000. The error screen was all distorted and broken too. It was funny. Doing some narrowing down it crashes at 6678 256x256 sized framebuffers. Which is a total of 437,649,408 pixels.
And using 512x512 pixel buffers, I get 1944 of them. Which is a total of 509,607,936 pixels.
Needless to say, that's a lot of framebuffers for an integrated video card.
- bartbes
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Re: Teaser for a game I'm working on...
You could use pcall to detect if newFramebuffer fails, and if so skip the smooth transition.
- Jasoco
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Re: Teaser for a game I'm working on...
Does pcall return any sort of information about the limits of the computers graphics card?
- bartbes
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Re: Teaser for a game I'm working on...
No, but you just pcall newFramebuffer, and if it errors you can act upon that (pcall 'catches' errors, and returns them instead).
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Re: Teaser for a game I'm working on...
No, it is simply Lua's way of doing try-catch:Jasoco wrote:Does pcall return any sort of information about the limits of the computers graphics card?
Code: Select all
success, result = pcall(love.graphics.newFramebuffer) -- note: do not call newFramebuffer, pcall will do it for you
if not success then -- work around failing computer
Help us help you: attach a .love.
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