What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
Angrycrow
Prole
Posts: 29
Joined: Fri Mar 06, 2009 8:16 pm
Location: Los Angeles

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

Post by Angrycrow »

Unity Games. Lookin back on love fondly. Making music for other peoples games. Having a good time.

I learned so much working with love. I'll be back soon.

from

http://dl.dropbox.com/u/1710407/XAN_9810.love

to:

http://dl.dropbox.com/u/1710407/Bleep/D ... layer.html


--
http://soundcloud.com/nixangrycrow


- Peace folks!
I like nonsense, it wakes up the brain cells. Fantasy is a necessary ingredient in living, It's a way of looking at life through the wrong end of a telescope. Which is what I do, And that enables you to laugh at life's realities.
- Dr. Seuss
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 this...
Image
well you probably dont :3
i made that after i became interested in working code around offset hexagons
but the game i made onto it was interesting too, but to unstable and confusing to release.
so now i reworking it with a different visual presentation
Image
Dull but sincere filler.
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 »

A kind of teaser of the platforming engine I'm working on. I want to show it off but I want to fix all the outstanding bugs first. I'm still having problems with collisions with non-tile-based platform objects. Need to implement wall-jumps. Tweak a few things. Add scripting and message boxes. Add liquid physics for stuff like water. And add dangers like collision callbacks.
Image

I'm doing it completely box-2d free. It does have a self-created GUI system for controls though. Only buttons and toggles so far, but it works for me!

After I finish the engine, I might try my hand at creating a point and click "Out of this World/Day of the Tentacle/Machinarium" style adventure. Like every other project, I've started multiple times to attempt them. Every time I refine my process and learn new things.

After that, I'll go back to my Zelda-style adventure game engine.
User avatar
GijsB
Party member
Posts: 380
Joined: Wed Jul 20, 2011 10:19 pm
Location: Netherlands

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

Post by GijsB »

Jasoco wrote:A kind of teaser of the platforming engine I'm working on. I want to show it off but I want to fix all the outstanding bugs first. I'm still having problems with collisions with non-tile-based platform objects. Need to implement wall-jumps. Tweak a few things. Add scripting and message boxes. Add liquid physics for stuff like water. And add dangers like collision callbacks.
Image

I'm doing it completely box-2d free. It does have a self-created GUI system for controls though. Only buttons and toggles so far, but it works for me!

After I finish the engine, I might try my hand at creating a point and click "Out of this World/Day of the Tentacle/Machinarium" style adventure. Like every other project, I've started multiple times to attempt them. Every time I refine my process and learn new things.

After that, I'll go back to my Zelda-style adventure game engine.
thats pretty awesome :O
User avatar
slime
Solid Snayke
Posts: 3166
Joined: Mon Aug 23, 2010 6:45 am
Location: Nova Scotia, Canada
Contact:

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

Post by slime »

Sexy sexy phong shading + bump mapping



Image
User avatar
GijsB
Party member
Posts: 380
Joined: Wed Jul 20, 2011 10:19 pm
Location: Netherlands

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

Post by GijsB »

slime wrote:Sexy sexy phong shading + bump mapping



Image
:shock: :o :crazy: :ultrashocked:
that's what i felt when i saw that
Rad3k
Citizen
Posts: 69
Joined: Mon Aug 08, 2011 12:28 pm

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

Post by Rad3k »

slime wrote:Sexy sexy phong shading + bump mapping
That looks really awesome :) I imagine an effect like this could be used to make 3d-looking, realistically shaded backgrounds (or objects, or anything) in 2d platformers.

Currently I'm working on my own hybrid gui/menu system - flexible, stylable in CSS-like manner. Right now I'm perfecting the layout engine :)
Looks like I'll end up writing an equivalent of a web browser just for the menus in a simple game... Well, at least I'm learning something :P
User avatar
tsturzl
Party member
Posts: 161
Joined: Fri Apr 08, 2011 3:24 am

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

Post by tsturzl »

slime, you should post some source to that, I think I could learn a good bit from it.
User avatar
slime
Solid Snayke
Posts: 3166
Joined: Mon Aug 23, 2010 6:45 am
Location: Nova Scotia, Canada
Contact:

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

Post by slime »



Source soon™... the current optimized shader is really really ugly to look at (also parts of it are automatically placed by a parser). The unoptimized version is much easier to understand.

Also, the bad framerate there is only because I was recording. It's normally 1.5ms frame time regardless of whether i have the shader on or off.
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 »

wow thats amazing!

Edit : been playing around with pixelmaps.
uses a red version of the image with areas erased to colour the sky and the other stuff different colours
Image
Dull but sincere filler.
Post Reply

Who is online

Users browsing this forum: Google [Bot] and 3 guests