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Re: What's everyone working on? (tigsource inspired)

Posted: Sun Jan 25, 2015 2:37 am
by Positive07
josefnpat wrote:*Cool images*
4 players Wolfenstein?

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Jan 25, 2015 3:16 am
by Jasoco
Looks like you need to account for the fisheye distortion.

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Jan 25, 2015 3:25 am
by josefnpat
Positive07 wrote:
josefnpat wrote:*Cool images*
4 players Wolfenstein?
Pretty much at the moment :)
Jasoco wrote:Looks like you need to account for the fisheye distortion.
Yeah, I'm still working on other stuff first :) https://github.com/josefnpat/VividCast

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Jan 25, 2015 11:55 am
by Positive07
Jasoco wrote:Looks like you need to account for the fisheye distortion.
You are really into this Jasoco, I couldnt notice the fisheye at first sight!

Fixing it is like... 1 line of code at most haha something like multiplying the distance by the cosine of the angle of the ray if I remember correctly

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Jan 25, 2015 9:07 pm
by josefnpat
Positive07 wrote:
Jasoco wrote:Looks like you need to account for the fisheye distortion.
You are really into this Jasoco, I couldnt notice the fisheye at first sight!

Fixing it is like... 1 line of code at most haha something like multiplying the distance by the cosine of the angle of the ray if I remember correctly
Image

https://github.com/josefnpat/VividCast

Re: What's everyone working on? (tigsource inspired)

Posted: Mon Feb 02, 2015 4:08 am
by rexjericho
I'm working on updating my Boids simulation and making some animations from it.
viewtopic.php?f=5&t=78542&hilit=boids


Re: What's everyone working on? (tigsource inspired)

Posted: Mon Feb 02, 2015 7:59 am
by WetDesertRock
I think you had a little too much fun with the video ;)

Re: What's everyone working on? (tigsource inspired)

Posted: Mon Feb 02, 2015 4:33 pm
by Muris
The Boids up there looks pretty interesting there, flocking birds.

I am still working on my game called Tiskaria. It is Fire Emblem like game. Honestly the progress on the game has been quite slow for the past few weeks, but I figured I might as well put a video about it. I think I have most of basic stuffs done, and now I am in progress of having to write story (this actually seems incredibly hard, and all I can come up are terrible ones.), I would need some graphics, the ones I have now are what I drew one evening and better music. I spent half a day to compose these "songs". I am not saying that I can produce stuff with higher quality, but at least I have an excuse for bad graphics, music and ... story or whatever it is.

I figured to put out a video about the game, because at least one person had some interest in the project I was working on, but I think what I have/had is not exactly what the person thought it was. So to give a bit better idea what the game looks like currently, which is not much:


The video looks a bit laggy, because my computer isn't that good and I had over 70% cpu usage from stuffs running on background while recording. The number that scrolls on top left corner is garbage collector printing, which is a great tip to someone by Jasoco gave in some topic.

Forgot to mention that my idea was to make an android game, so I have made sure that it at least works on my android phone, dunno about other peoples androids.

There are couple of bugs here and there + I forgot to remove the skip button from the scrolling text. It can be skipped by pressing "back" in android or esc in pc. Also the random naming generator probably happened to give worst names for the bunnies and bear in the video. Sadly the first one i recorded where I bumped into interesting bug, I had a lot better random names for the bunnies.

Also the game ends after the second map, so it actually plays the second map over and over again. Also I didn't have AOE skills on either of the maps or npcs that are neutral ones (they actually attack both teams), but I do have implemented them. The AI is currently bit well not so smart, it doesn't really calculate the possibility of using unit B before unit A to make better move, nor it takes count what is the best spot to move to. So if something is out of units attack range it just randomly moves them into complete random spot.

Re: What's everyone working on? (tigsource inspired)

Posted: Thu Feb 12, 2015 12:49 pm
by Jeeper
https://love2d.org/imgmirrur/XIep0VL.png

Achivements, global leaderboard, trading cards and stats. :)

Re: What's everyone working on? (tigsource inspired)

Posted: Thu Feb 12, 2015 2:41 pm
by Doctory
Jeeper wrote:https://love2d.org/imgmirrur/XIep0VL.png

Achivements, global leaderboard, trading cards and stats. :)
that steam account is my dream
so many games