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Re: What's everyone working on? (tigsource inspired)
Posted: Tue Jul 28, 2015 6:55 am
by Germanunkol
georgeprosser wrote:Sagittarius is nearly done!
Here's a gif I haven't shared yet:
This project looks really neat! You should consider making a dedicated thread, you have enough to show which would justify it...
Re: What's everyone working on? (tigsource inspired)
Posted: Tue Jul 28, 2015 10:22 am
by Ulydev
Reef wrote:Ulydev wrote:Got a working beat detector
This is really cool! How did you go about implementing something like this?
I've been looking on the forums, but all the pieces of code I've found were ultra complex and I couldn't understand any of them. But in fact, this simple little code is sufficient :
Code: Select all
circleRadius = 50
instantEnergy = 0
function love.load()
soundData = love.sound.newSoundData( "music.wav" )
source = love.audio.newSource( soundData )
love.audio.play( source )
end
function love.update(dt)
local curSample = source:tell( "samples" )
instantEnergy = 0
for i=curSample, curSample+1024 do
instantEnergy = instantEnergy + soundData:getSample(i)^2
end
end
function love.draw()
love.graphics.setColor(255, 255, 255)
circleRadius = 50+instantEnergy*3 --just make it more visible
if circleRadius > 150 then circleRadius = 150 end --in some songs, instantEnergy might be completely broken
love.graphics.circle("fill", 400, 300, circleRadius)
end
Actually, it works with songs with pretty clear beats -BOOM, BOOM, BOOM-
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Jul 29, 2015 5:26 pm
by georgeprosser
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Jul 31, 2015 9:55 am
by TurtleSlap
Hey everyone,
i just want to say hello everyone.
my current project is a version of "rivals of catan". its a small project i need to do for my work.
actually i create a menu, and a state = game, but i've got some issues with creating the tiled based map. because only the middle part of the game should tile based, while on top and bottom were the cards from the player.
i searched for libraries but couldn't find something really helpful... i need tiled based maps, because the player should be able to place his cards on it and attached some rules to them..
do someone have any advices?
so far
TurtleSlap
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Aug 01, 2015 8:47 pm
by georgeprosser
Just started working on a new game! Trying out LÖVE shaders for the first time too.
Re: What's everyone working on? (tigsource inspired)
Posted: Tue Aug 04, 2015 6:34 pm
by NightKawata
Today I can say I have a birthday for a game that's now 2!
I made a pretty bad cake, though. I'm no pro Photoshopper.
But yeah, it's a cake that mixes both MH1 and MH2, because I'm totally rad or something.
Happy birthday to Metanet Hunter, and to the fans, you guys rock.
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Aug 05, 2015 12:24 pm
by SiENcE
We are still working on
"Aeon of Sands". It takes 1 year longer than expected. But now i have some time to integrate 3d positional audio and basic physics ;-) (in a 2D environment *haha what a pain).
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Aug 07, 2015 12:53 pm
by Ulydev
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Aug 15, 2015 2:19 am
by HighwireAct
Wow, you guys are doing some seriously impressive stuff :O
I basically just started learning LOVE a couple weeks ago, but I still haven't gotten too far. I've been hung up on figuring out how to make a platformer with vector movement, but it's proving to be a bit of a challenge for my first project. I've pored over articles on it, and I have some grasp on the basics of vector math, but implementing it is another story.
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Aug 15, 2015 8:44 am
by Jasoco
Ulydev wrote:
The presentation of this game is awesome. From the scanlines to the onscreen text and the simple colors. I love it.