That looks amazing. Really amazing. I love the color choices.SimonLarsen wrote:Lots of progress.
What's everyone working on? (tigsource inspired)
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: What's everyone working on? (tigsource inspired)
Re: What's everyone working on? (tigsource inspired)
huge progress! Good work.SimonLarsen wrote:Lots of progress.
>img<
I recently finished the lighting system:
Re: What's everyone working on? (tigsource inspired)
Dat lightingLarsii30 wrote:huge progress! Good work.SimonLarsen wrote:Lots of progress.
>img<
I recently finished the lighting system:
...
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: What's everyone working on? (tigsource inspired)
Working on the rendering system tonight for my Star Fox clone engine. Implementing my special rendering mode for pixelating the screen when canvases are supported. Since love.graphics.scale() will scale polygons smoothly*, in order to get them to display pixelated, I have to filter the screen through a canvas which I then scale up. If your computer does not support canvas, you will still get the smooth* rendering mode. Everybody wins. I really like the pixelated mode. It gives it more of an early '90s console 3D feel. It is rendering at 640x400 in the following screenshots. (I tried 320x200 as an option but it was way too blocky to be enjoyable.
I'm still working on the specifics of displaying on the screen and am trying to decide whether to keep the pixelated 2:1 option or just go with 1:1. I hate mixing low res with high res. The polygons will always be low poly count, and right now the HUD is low resolution like the original game, but I could easily update the resolution of the HUD images, but then the polygons would still be low res so it'd look off. So I'd keep the low res HUD. I just need to figure out whether to make the game field also draw smaller then blown up like image #1 or just forget it and use #2.
Canvas: (2:1 scale)
No Canvas: (1:1 scale)
Ship currently doesn't fly yet, but it does hover like in the original. One thing at a time.
*Smooth is relative. There is no smoothing. It just means pixels are 1:1 scale.
I'm still working on the specifics of displaying on the screen and am trying to decide whether to keep the pixelated 2:1 option or just go with 1:1. I hate mixing low res with high res. The polygons will always be low poly count, and right now the HUD is low resolution like the original game, but I could easily update the resolution of the HUD images, but then the polygons would still be low res so it'd look off. So I'd keep the low res HUD. I just need to figure out whether to make the game field also draw smaller then blown up like image #1 or just forget it and use #2.
Canvas: (2:1 scale)
No Canvas: (1:1 scale)
Ship currently doesn't fly yet, but it does hover like in the original. One thing at a time.
*Smooth is relative. There is no smoothing. It just means pixels are 1:1 scale.
- Roland_Yonaba
- Inner party member
- Posts: 1563
- Joined: Tue Jun 21, 2011 6:08 pm
- Location: Ouagadougou (Burkina Faso)
- Contact:
Re: What's everyone working on? (tigsource inspired)
Just for the fun, I have been trying to port to Lua Kevin Beason's Monte-Carlo path ray-tracer.
So far, i've got something working. Horribly slow, but it works.
Still needs major code cleanup and speed-up, though. It is a work-in-progress, but you can find the current code on Github.
An ungly 800x600 rendered scene, using 2 samps/pixel :
So far, i've got something working. Horribly slow, but it works.
Still needs major code cleanup and speed-up, though. It is a work-in-progress, but you can find the current code on Github.
An ungly 800x600 rendered scene, using 2 samps/pixel :
Re: What's everyone working on? (tigsource inspired)
It's not much to look at, but I've been working on network code using enet. I'm building the foundations of a turn-based RPG (like Advance Wars or Ogre Battle) whilst also building up a library for client/server interactions.
Image too large for inline display.
Image too large for inline display.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
-
- Party member
- Posts: 235
- Joined: Sat Dec 15, 2012 6:54 am
Re: What's everyone working on? (tigsource inspired)
Very cool!SiENcE wrote:
Is that all predrawn, or are you using raycasting or another 2.5D technique?
Re: What's everyone working on? (tigsource inspired)
No raycasting but if you like to call it a 2.5D technique. It's made like the old Eye of Beholder or Might & Magic dungeon crawlers , but we use some enhancements like minimap, item overlays, and many other.scutheotaku wrote:Very cool!SiENcE wrote:
Is that all predrawn, or are you using raycasting or another 2.5D technique?
- monsieur_h
- Citizen
- Posts: 67
- Joined: Tue Oct 30, 2012 4:43 pm
Re: What's everyone working on? (tigsource inspired)
For my first serious LÖVE project, I'm working on a plant-simulation game. Most of graphics are just placeholders, except for the main menu. I managed to embed a real 2D artist and sound designer to help me on the artistic parts.
I made a video here:
No screenies, since there is little to show but placeholders...
Feedback on the concept would be greatly appreciated, thank you
EDIT: for the record, all the lag/low-framerate thing comes from my cheap laptop and screen recorder.
I made a video here:
No screenies, since there is little to show but placeholders...
Feedback on the concept would be greatly appreciated, thank you
EDIT: for the record, all the lag/low-framerate thing comes from my cheap laptop and screen recorder.
Who is online
Users browsing this forum: Bing [Bot] and 0 guests