@ monsieur_h
This could get pretty good. The menu is nice, everything looks very smooth.
I've never played a plant simulation game, so my first thought was "how is he going to make this fun ?" .
What's everyone working on? (tigsource inspired)
- 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)
@monsieur_h: That looks awesome!
Re: What's everyone working on? (tigsource inspired)
It's very good for a first project! If you need an Italian translation (from English, or German if my mother is in a good mood) ask me
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
- monsieur_h
- Citizen
- Posts: 69
- Joined: Tue Oct 30, 2012 4:43 pm
Re: What's everyone working on? (tigsource inspired)
That's all the challenge ! My bet is we can have fun out of boring things. To be honest I have no idea how I'll achieve this yetLarsii30 wrote:@ monsieur_h
my first thought was "how is he going to make this fun ?" .
Thank you for your offer. I intend to set up a wiki somewhere and let people edit translation files at some point. That's not sooner than in a few month thought. I'll let you know about it.Nixola wrote:It's very good for a first project! If you need an Italian translation (from English, or German if my mother is in a good mood) ask me
Re: What's everyone working on? (tigsource inspired)
Some neat stuff going, I like the menus for the plant game.
I've been making progress on my multiplayer turn-based rpg.
I've been making progress on my multiplayer turn-based rpg.
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.
- 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)
Decided to post an update on my 3D Star Fox style space-ish shooter type game thingy project. In animated GIF form!
It's a little slow, but it shows the game in action. Soon I want to get an official topic up with a real video showing it off. For now this is an appetizer? Maybe?
Today I implemented a level loading system. All graphics and models are placeholders. The final game will not be related to Star Fox. I hope to have all my own custom made models including the player ship.
Lots of plans for implementation including both land and sea-based vehicles. I hope the project can be an homage to Star Fox rather than a clone of it.
Enjoy!
It's a little slow, but it shows the game in action. Soon I want to get an official topic up with a real video showing it off. For now this is an appetizer? Maybe?
Today I implemented a level loading system. All graphics and models are placeholders. The final game will not be related to Star Fox. I hope to have all my own custom made models including the player ship.
Lots of plans for implementation including both land and sea-based vehicles. I hope the project can be an homage to Star Fox rather than a clone of it.
Enjoy!
- 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)
2013 is going to be awesome yearJasoco wrote:Decided to post an update on my 3D Star Fox style space-ish shooter type game thingy project. In animated GIF form!
How "playable" is it, actually ? (In terms of framerate, I mean). Not laggy, hopefully ?
- 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)
No lag. I get a constant 60FPS because for some reason my computer is stuck on VSync even if I have it off. (Need to look into why) I haven't been able to get a full framerate in forever. But it stays at 60FPS most of the time. A well designed level and enemy model will do wonders.
And I'm working on deciding on a final viewing distance. Right now it's set at 10,000 units away and runs fine. But the original game had a very close draw distance where things popped into frame when only a few hundred meters away and your lasers only flew for about a second until they disappeared.
I also need to work on controls. My old clone was pretty perfect in the control department. I need to bring that code over to this one.
And I'm working on deciding on a final viewing distance. Right now it's set at 10,000 units away and runs fine. But the original game had a very close draw distance where things popped into frame when only a few hundred meters away and your lasers only flew for about a second until they disappeared.
I also need to work on controls. My old clone was pretty perfect in the control department. I need to bring that code over to this one.
- 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)
Awesome.Jasoco wrote:No lag. I get a constant 60FPS because for some reason my computer is stuck on VSync even if I have it off. (Need to look into why) I haven't been able to get a full framerate in forever. But it stays at 60FPS most of the time. A well designed level and enemy model will do wonders.
Well, maybe you should leave this as a configurable option, to the player ?Jasoco wrote: And I'm working on deciding on a final viewing distance. Right now it's set at 10,000 units away and runs fine. But the original game had a very close draw distance where things popped into frame when only a few hundred meters away and your lasers only flew for about a second until they disappeared.
- 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)
I want to. But also I don't want the bullets being able to fly forever. I don't want you seeing an enemy a mile ahead and shooting a laser and hitting him a mile away. There needs to be some sort of fake limit there. Right now lasers only have a lifespan of 1 second. So if you're shooting directly at an enemy, it won't actually hit until your close enough. This might seem frustrating to the player.Roland_Yonaba wrote:Well, maybe you should leave this as a configurable option, to the player ?Jasoco wrote: And I'm working on deciding on a final viewing distance. Right now it's set at 10,000 units away and runs fine. But the original game had a very close draw distance where things popped into frame when only a few hundred meters away and your lasers only flew for about a second until they disappeared.
I need to do more playing around. See how Star Fox 64 did it since it had a larger render distance.
Who is online
Users browsing this forum: No registered users and 4 guests