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

Posted: Thu Sep 24, 2015 8:17 am
by Jasoco
Been working on the UI for my platforming game level editor:
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I was inspired by the aesthetic of Besiege as you can see from the vignette background and the flat toolbars. I spent last night writing a toolbar GUI because I just wanted to get rid of the half broken toolbar I was using.

A floating tile information balloon hovers next to your mouse cursor to tell you exactly what is in that tile. Right now it doesn't count entities but it will. It even breaks the tile information into its 4 separate layers so you can easily tell what tiles are behind others and which layer you will be removing if you're in erase mode.

The tiles window is still there but eventually all tiles and entities and stuff will go in the bottom toolbar area and will change when you switch layers. (I actually wrote a windowing system for fun just to make movable toolbars. One of them was an Info window that contained the information the balloon does now. Will be a shame to get rid of it but it just doesn't work with my aesthetic anymore.)

Good UI design is really difficult. I've studied the editor UI's of a few games, mainly Besiege, to see what works and what goes where. I originally wanted one toolbar with everything so the editor area isn't crowded but eventually settled for a separate file toolbar and edit toolbar. I am also very intrigued by the UI of Super Mario Maker. It's so intuitive and awesome looking. While I won't be able to mimic everything, I might incorporate some features from it. Like the entity/tile chooser. Maybe you'll be able to choose favorites or it'll count which tiles and entities you use most and add them to a hot list in the main toolbar with a toggle to show all available entities and tiles.

Right now the game has 5 different types of layers per map. Collision, tiles, entities, coins and start/warp exit points. I plan on merging coins and start points into the Entities layer. Trying to simplify things. Believe me, it used to be more convoluted. I had layers for everything including separate plant, ladder, door and liquid layers. Eventually I made them all into entities. It's just a matter of time before I do the same for coins and start points. Start points can be merged with doors and coins will be an entity when I create an "entity painting" mode and easy way to delete multiple entities at once via a selection box. Also, it's really hard to think of an icon for the "Entity" layer. So I always end up just using an E. Hopefully the Collision icon (The overlapping squares) and the Tiles icon (The selected layer that looks like a SMB ground tile) are recognizable enough to work.

I'm putting more work in my editor than the engine right now.

I also have a neat entity filter in place that I'm proud of. It's animated and awesome and works like this:

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

Posted: Fri Sep 25, 2015 3:47 pm
by Ulydev
Jasoco wrote:snip
Holy gosh. That may be one of the most advanced LÖVE projects I've seen in a long time. I can't wait to try it :nyu:

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

Posted: Sun Sep 27, 2015 2:23 am
by AntonioModer
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CP270WSWEAAXyLj.png large.png (628.02 KiB) Viewed 7526 times
Jasoco, good editor. I make game editor too.

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

Posted: Tue Oct 06, 2015 4:19 pm
by MadByte
I'm working on my Space Taxi clone again - started from scratch, this time with some solid
and reusable systems in mind.

Updated gif - here is a bit of the passenger handling, spawning and despawning. (no gfx and sfx yet)
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Re: What's everyone working on? (tigsource inspired)

Posted: Sun Oct 11, 2015 1:26 pm
by SiENcE
Jasoco wrote:Been working on the UI for my platforming game level editor:
Very nice Jasoco!

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

Posted: Wed Oct 14, 2015 12:49 pm
by cval
Been trying to push through a few projects


And relatively young mage pvp arena

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

Posted: Sat Nov 07, 2015 9:30 pm
by Calandriel
Simple sidescroller about a rockstar. Kinda nonsense, but i like that style. remind me Snes games.

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

Posted: Sat Nov 07, 2015 10:08 pm
by OrbitalBlueprint
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Re: What's everyone working on? (tigsource inspired)

Posted: Mon Nov 09, 2015 12:49 am
by adnzzzzZ
added some ranged attacks to video game

「BOLT BARRAGE」 - shoots a lot of arrows really fast

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「CHARGE SHOT」 - charges your aura and release it as arrows

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「PERFURATING SHOT」 - shoots arrows that pierces enemies once

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「AURA BURST ARROW」 - shoots an arrow that attaches itself to an enemy and explodes 1 second later. Aura explosions chain react and will explode other nearby attached arrows

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

Posted: Mon Nov 09, 2015 4:50 pm
by kxait
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Right now working on getting the console lua function to work properly with threads and everything.
Anyone know why love.thread.newThread("print(\"hello\");") tells me that no file with that name can be found?

Streaming right now, too:
http://twitch.tv/kxait