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Re: What's everyone working on? (tigsource inspired)
Posted: Fri Feb 27, 2015 9:19 am
by pajh
I'm working on a Logicality - a game using digital circuits and gates.
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Feb 28, 2015 9:21 pm
by Germanunkol
Yay, cool!
Looking forward to more detail. Good luck with it - looks nice already!
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Mar 02, 2015 12:17 am
by Skeiks
Working on a Metroidvania I think I'm going to call Forerunners. Right now I've got most of the basics implemented; map switching, wall jumping, the tile engine (Thanks STI!) and a few of the camera functions. I'm going to try and do a Zelda thing and have several different gadgets the player can use, but I want most of them to be pretty unique. I don't want to just do the basic double jump, higher jump, flying, bigger gun type thing.
I've got two of my ideas in, which include magnet boots and a teleportation puck. I've got a lot of ideas for puzzles including those two. All the art is just placeholder's I've stolen from Saira and Opengameart.org right now. I'm commissioning some assets so I can get a decent looking prototype put together. I think next I'm going to work on having revealing sections of map, and a dialogue system.
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Mar 02, 2015 6:11 pm
by lupettohf
I'm making a simple game (that can be adapted as a audiogame) whit no actual knowledge of lua or things! [G]
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Mar 04, 2015 5:07 pm
by arampl
I'm experimenting with Beziers and blur shaders.
- bezier.png (54.94 KiB) Viewed 3690 times
UPDATE: faster blur shader (now uses built-in variable VaryingTexCoord)
UPDATE2: added self-intersecting bezier (right click close to point and drag)
REFERENCE on blur used:
http://xissburg.com/faster-gaussian-blur-in-glsl/
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Mar 04, 2015 5:28 pm
by martincohen
arampl wrote:I'm experimenting with Beziers and blur shaders.
Oh nice!
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Mar 05, 2015 4:53 pm
by Davidobot
I'm making a stylized 3D top-down shooter, here's a cityscape preview:
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Mar 05, 2015 10:21 pm
by Ref
arampl wrote:I'm experimenting with Beziers and blur shaders.
The attachment bezier.png is no longer available
UPDATE: faster blur shader (now uses built-in variable VaryingTexCoord)
REFERENCE on blur used:
http://xissburg.com/faster-gaussian-blur-in-glsl/
Hi arampl!
I get the following error message on my laptop:
Error
Cannot link shader program objects:
Not enough space for defined varyings.
Had to change 14's to 13's to get it to work. So much for my machine.
Found it interesting that you used a stencil to confine the blur to the shape. Cleaver!
Screwed around with your script to see what it would do with a rounded rectangle.
Real funky colors - see below.
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Mar 06, 2015 12:26 am
by qubodup
I made a stup... cute android app at the last Berlin Mini Jam. Most of the time I spent installing Android/Ant stuff and setting up PATH on Windows. At the end I had time to write a little toy app.
The same night I registered a google play dev account.
On the next day I made all the banners/screenshots and a trailer video and submitted.
After about a day it got
published.
Meow.
Why did I do this?
I am preparing material for a 3-day workshop for 10-27 year old beginners with the following structure:
- day 1: copy code to make a game
- day 2: individualize it (code/art changes)
- day 3: port to android
The workshop will take place at various youth clubs for girls and young women in Berlin & Potsdam, April-September 2015.
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Mar 06, 2015 9:09 am
by louie999
Gonna try and make a turn-based 2D war game with lots of units and lots of explosions.