Bmelts arc function is sexy stuff. Used it to represent varying faction strengths on a planet.
What's everyone working on? (tigsource inspired)
Re: What's everyone working on? (tigsource inspired)
Those look pretty nice ![Surprised :o](./images/smilies/ms-surprise.png)
How do you make them? (As in, what love.graphics shape, if any, are you using?) Polylines?
![Surprised :o](./images/smilies/ms-surprise.png)
How do you make them? (As in, what love.graphics shape, if any, are you using?) Polylines?
Write the ö of Löve with Alt+numPad(148) or Alt+numPad(153)
Re: What's everyone working on? (tigsource inspired)
Procedural trees - trying to get them to have some degree of randomness, but also need to save the angle values for every branch - bit of a dilemma. Also, drawing hundreds of images just for one tree is highly inefficient - that's the fps in the corner there.
![Image](http://i638.photobucket.com/albums/uu109/TheWyrdFaerie/procedural_tree.jpg)
![Image](http://i638.photobucket.com/albums/uu109/TheWyrdFaerie/procedural_tree.jpg)
Re: What's everyone working on? (tigsource inspired)
Framebuffer/canvas that whole tree.timmeh42 wrote:that's the fps in the corner there.
https://love2d.org/wiki/love.graphics.arc Love 0.8.0 only.meoiswa wrote:Those look pretty nice
How do you make them? (As in, what love.graphics shape, if any, are you using?) Polylines?
Re: What's everyone working on? (tigsource inspired)
Can't. The tree has to dynamically react to wind, etc., which means that if I stick it into one image, "wind" would involve it shearing or rotating, which will look terrible.Lap wrote:Framebuffer/canvas that whole tree.
What I will do, though, is reduce its size and the number of iterations it goes through, as well as draw simple lines for the thinner branches that get mostly hidden by leaves.
EDIT: also, anyone have suggestions to make it more realistic?
EDIT2: Just realised how much of a mess my code is. That's what comes of experimenting. This could take some time...
Last edited by timmeh42 on Wed Mar 28, 2012 4:49 pm, edited 2 times in total.
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Re: What's everyone working on? (tigsource inspired)
Differ the length at which there is a leaf. It seems right now they all appear at the same length, following the stem and branches.timmeh42 wrote:EDIT: also, anyone have suggestions to make it more realistic?
Help us help you: attach a .love.
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Re: What's everyone working on? (tigsource inspired)
- Start screen
- Win condition/level transition
- Monsters
- Bullets
- Power-ups
- Sound and music
- More creative name?
Re: What's everyone working on? (tigsource inspired)
In the process of making an Isometric RPG Framework/Engine, I've got States and Hooks and GUI's etc down and done, In the process of making an In-game isometric map editor which you would access by typing open_worldeditor in the in-game console.
What's a waywo post without pictures?:
Current prototype of in-game editor, don't have block placing yet or drawing but it will come ( So far just basic menu layout / search bars )
![Image](http://img.photobucket.com/albums/v701/roflmfao/editor.png)
And the in-game console:
![Image](http://img.photobucket.com/albums/v701/roflmfao/console.png)
You've probably noticed the GUI / Console is "Source Engine" inspired.. But I scripted stuff in garrysmod for quiet a while and I haven't let go of that feel yet.
(GUI look/colors are changeable with 1 line, the grey is just default.)
What's a waywo post without pictures?:
Current prototype of in-game editor, don't have block placing yet or drawing but it will come ( So far just basic menu layout / search bars )
![Image](http://img.photobucket.com/albums/v701/roflmfao/editor.png)
And the in-game console:
![Image](http://img.photobucket.com/albums/v701/roflmfao/console.png)
You've probably noticed the GUI / Console is "Source Engine" inspired.. But I scripted stuff in garrysmod for quiet a while and I haven't let go of that feel yet.
(GUI look/colors are changeable with 1 line, the grey is just default.)
Re: What's everyone working on? (tigsource inspired)
Very impressive. Looking forward to see more of that. The UI for now seem goodAverice wrote:In the process of making an Isometric RPG Framework/Engine, I've got States and Hooks and GUI's etc down and done, In the process of making an In-game isometric map editor which you would access by typing open_worldeditor in the in-game console.
...
You've probably noticed the GUI / Console is "Source Engine" inspired.. But I scripted stuff in garrysmod for quiet a while and I haven't let go of that feel yet.
(GUI look/colors are changeable with 1 line, the grey is just default.)
![Smile :)](./images/smilies/ms-smile.png)
Re: What's everyone working on? (tigsource inspired)
Slow progress lately, but finally got grid and tile selection finished.
![Image](http://img.photobucket.com/albums/v701/roflmfao/map_editor2.png)
![Image](http://img.photobucket.com/albums/v701/roflmfao/map_editor2.png)
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