What's everyone working on? (tigsource inspired)
- Zilarrezko
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Re: What's everyone working on? (tigsource inspired)
Amazing. And I've hardly touched my code since my last video.
- Jasoco
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Re: What's everyone working on? (tigsource inspired)
Parallax scrolling. Primitive camera system. Placeholder HUD. Conveyor belts animate at the speed they move objects. Doors that require keys. The usual.
Camera needs some work.
Re: What's everyone working on? (tigsource inspired)
Excuse the bad video, but heres a preview of my CCC entry:
- Jasoco
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Re: What's everyone working on? (tigsource inspired)
You wouldn't believe how much trouble this was.
Actually not all that much. The complicated stuff was easy. It's the easy part that was complicated.
Actually not all that much. The complicated stuff was easy. It's the easy part that was complicated.
- Positive07
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Re: What's everyone working on? (tigsource inspired)
Amazing! Haha I can guess, moving the platforms around EASYJasoco wrote:You wouldn't believe how much trouble this was.
Actually not all that much. The complicated stuff was easy. It's the easy part that was complicated.
Keeping Mariups (Nintendo may kill us otherwise) on top of the platform HARD
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
- Jasoco
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Re: What's everyone working on? (tigsource inspired)
Not hard, but difficult if you don't go about it the right way. Once you figure out the trick it's easy. I just had to reconfigure how I moved the player in order to get the above platforms to work right.Positive07 wrote:Amazing! Haha I can guess, moving the platforms around EASYJasoco wrote:You wouldn't believe how much trouble this was.
Actually not all that much. The complicated stuff was easy. It's the easy part that was complicated.
Keeping Mariups (Nintendo may kill us otherwise) on top of the platform HARD
Anyways..
I seem to be taking over this thread. I really need to make an OT already.
Re: What's everyone working on? (tigsource inspired)
Spent some time on the visuals, right now there are five blur-variants that I need to decide on. I think this might be the best-looking thing I ever made.
(music is some random yt-track because I had to remove the music I recorded myself listening to)
Last edited by s-ol on Fri Dec 19, 2014 2:50 pm, edited 3 times in total.
Re: What's everyone working on? (tigsource inspired)
That's cool! I'd be interested to know how you implemented the character skin (how it changes like that, if you understand what I'm saying).
GitHub | MLib - Math and shape intersections library | Walt - Animation library | Brady - Camera library with parallax scrolling | Vim-love-docs - Help files and syntax coloring for Vim
Re: What's everyone working on? (tigsource inspired)
I am using the "usual" drawing function as a mask and then draw a repeating texture to the full screen [setWrap("repeat","repeat") + a quad (0,0,width,height)].davisdude wrote:That's cool! I'd be interested to know how you implemented the character skin (how it changes like that, if you understand what I'm saying).
Here is the routine:
Code: Select all
function drawWithRelStencil( image, stencil, scale, x, y, quad )
local w, h = image:getDimensions()
x, y = 0, 0
scale = scale or 40
love.graphics.push()
love.graphics.setStencil( stencil )
love.graphics.push()
love.graphics.origin()
love.graphics.draw( image, quad or util.screenquad, (x or 0)-w*scale, (y or 0)-h*scale, 0, scale, scale )
love.graphics.pop()
love.graphics.setStencil()
love.graphics.pop()
if x > w*scale then x = x - (w*scale) end
if y > w*scale then y = y - (h*scale) end
return x, y
end
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- Jasoco
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Re: What's everyone working on? (tigsource inspired)
So implementing proper projectile tossing and collision is proving to be super hard. Perhaps I should just rip it all out and turn it into a normal non-SMB2 style platformer instead.
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