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Re: What's everyone working on? (tigsource inspired)
Posted: Sat Nov 08, 2014 4:05 pm
by lost_RD
I'm working on a template that includes a set of libraries that act as a foundation from which a game can be built from.
I'm considering calling it FoundationsPack. It will include a modules folder containing libs and utils in the form of lua files as well as a main.lua that has been preconfigured to use the aforementioned libs and utils for maximum convenience. Stay tuned, I'll post v1.0 in Projects & Demos soon.
Edit: here it is!
http://love2d.org/forums/viewtopic.php?f=5&t=79113
Re: What's everyone working on? (tigsource inspired)
Posted: Tue Nov 11, 2014 4:07 am
by Zilarrezko
Here's an update on how slow my progress is.
Next up, maybe actual graphics...
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Nov 12, 2014 1:43 am
by Positive07
It looks amazing, the pathfinding is so smooth that it looks like you had the routes preprogrammed, also it's rather fast so sometimes it wasn't even noticeable, it seemed like he was teleporting, otherwise... AMAZING
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Nov 12, 2014 3:48 am
by Zilarrezko
Positive07 wrote:It looks amazing, the pathfinding is so smooth that it looks like you had the routes preprogrammed, also it's rather fast so sometimes it wasn't even noticeable, it seemed like he was teleporting, otherwise... AMAZING
Thanks man, that's very encouraging.
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Nov 12, 2014 10:55 am
by norubal
added background, modified UI, and something big is comming.
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Nov 13, 2014 11:53 am
by Jasoco
Taking a slight break from my RPG I got the idea in my head that I wanted to create a platformer using Bump. So for the past few hours I've been working on this...
I actually coded it inside a blank state in my already existent RPG project to save myself time. Anyways, you can kind of guess what I'm trying to emulate here.
It's still a little buggy with the block picking up and replacing and I only just noticed when I started recording that some blocks weren't being marked as blocks. Either way, it works pretty nicely right now. Bump really made it easy to do too.
Also, you'll notice I wrote an algorithm for minimizing the number of collision boxes by finding large connected groups of like tiles and turning them into a single block instead. (Only for tiles that won't ever change of course.) This was really fun. I had to write it for my map creation in my RPG when I discovered that the world map ended up using so much memory for collisions that the sheer amount of garbage caused Löve to crash. So instead of finding a new collision system, I wrote something I never thought I could.
The physics needs work. I basically took a good look at how it was done in the Bump example. Need to implement more precise platforming controls. Especially for jump height.
Gonna have to implement moving platforms and enemies you can stand on and pick up too.
Oh, by the way, this video is available in 16:10 4K. (Which is the resolution of my display)
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Nov 17, 2014 11:56 pm
by IceQB
Simple game for android
and horror 2D
Re: What's everyone working on? (tigsource inspired)
Posted: Tue Nov 18, 2014 10:53 am
by norubal
Translated title, and got proofread ingame scripts.
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Nov 19, 2014 8:24 am
by Germanunkol
New key assignment menu for
Bandana:
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Nov 20, 2014 12:14 pm
by Jasoco
Some signs of life emerge!
No collision detection for the NPCs yet, nor is there interaction. But they have sprites and move randomly. (Scripting will come in time)