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

Posted: Thu May 19, 2016 6:04 pm
by Jasoco
Davidobot wrote:Btw guys, I was the one Jasoco shared his DrawPool library with.
How did it work out for you? Were you able to make use of it enough to justify keeping it? I'd love to make it a real library but I'm sure it's got some non-standard coding methods. Maybe I could post it somewhere and get suggestions for how to make it official enough. Only if enough people are interested. I mean it's nothing no one can do. It's just putting values in a numbered table, sorting that table by a specific value, then running through the sorted table and drawing objects based on the values in each row. You don't necessarily need a library to do it, but I made it so it can be reusable and usable multiple times in the same project. (Basically you could have multiple DrawPools and draw different things to each if you need to. Like game elements in one and UI elements in another. It's just a convenience really.

So is anyone going to say anything about the video itself? :rofl:

Code: Select all

drawPool = love.filesystem.load("drawPool.lua")()
-- Using require doesn't work with the method I use right now. But that could be fixed.

function love.draw()
	drawPool:prepare()

	for (all objects in game that need to be drawn) do
		
		...
		drawPool:push {} -- All the parameters for the drawables will be pushed during this example loop.
		...
		
	end
	
	drawPool:push {}
	-- optionally some other non-game elements or other stuff.
	-- It doesn't matter if they're being put in the same drawPool.
	-- All that matters is the layer. As long as :push() calls are only called between :prepare() and :present().
	
	drawPool:present()
	
end

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

Posted: Thu May 19, 2016 6:31 pm
by Sulunia
The game looks neat, i liked the debug where birds literally become text (and i laughed, i wonder why)

As for the fact you don't know where to go with this, take a bath. Usually works. One or two ideas are bound to popup during your *underwater adventure*

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

Posted: Thu May 19, 2016 6:48 pm
by Jasoco
The birds are my favorite. They fly away when you get close and come back after a few seconds.

But I definitely put way too much work into making the bombs explode and look right. But they're not completely right. I'm trying to mimic explosions in games like Enter the Gungeon or Brutal DOOM. My favorite part is that a string of explosives will all explode when one is set off on a slight delay. I want it to look like when a barrel explodes in DOOM. Brutal DOOM has much more spectacular explosions.



Enter the Gungeon also has some really neat explosions...


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

Posted: Thu May 19, 2016 7:43 pm
by Sulunia
I know it's 3D, but i personally like explosions in World in Conflict.

https://www.youtube.com/watch?v=AtiEni6FQnY

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

Posted: Fri May 20, 2016 9:46 am
by Sheepolution
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I'm making a game called Traveler.
You can read the Devlog here.

Sorry about the huge gifs :roll:

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

Posted: Fri May 20, 2016 4:23 pm
by TurtleP
https://www.youtube.com/watch?v=VqRXOtAZyi8

Using Love Potion, this is the online lobby for Turtle: Invaders 3D fully working.
Expect it to also be for v2.0 of the game.

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

Posted: Fri May 20, 2016 6:55 pm
by josefnpat

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

Posted: Fri May 20, 2016 6:59 pm
by Jasoco
It needs tweaking but it looks great right now I'd say.

Image

I'd like to get a shader that can take a set position and radius and create a ripple effect that I can use for the explosion ring that comes out of it. Enter the Gungeon and Spelunky both do this. I wouldn't even know where to start but I bet there's one already out there somewhere.

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

Posted: Tue May 24, 2016 6:03 am
by D0NM
Jasoco wrote:So is anyone going to say anything about the video itself? :rofl:
The prototype has crossed the line. Now it looks as a very bright kill 'em all game. Looking forward to see some big bosses :3
The biggest pro is an interactivity. I like to crush everything (walls) to find secrets and stuff.

Here is our Zabuyaki's progress:


BTW we open sources of the game. So anyone could check them and play the recent version of Zabuyaki:
https://medium.com/zabuyaki

PS we are working on some Cyka Blyat dialogues.

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

Posted: Tue May 24, 2016 12:54 pm
by SiENcE
I just want to share some development screenshots of our game Aeon of Sands.

As you may know, we use a LÖVE as engine. Therefore lighting, even fake normal shader lighting (you may hav seen in this forum) is a bit tricky. Problem: We have an pseudo 3D view and therefore a light can be hidden behind a wall.

After some research, a friend of mine had the amazing idea, to use deferred rendering with an precalculated depth pass as base. Here you see our very new lightning system in action.

Please ignore the Skeletons, they miss normals and depth values.

Follow our development progress on:
* Aeon of Sands - Development Blog
* Twitter
* G+

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more lighting tests ...
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