What's everyone working on? (tigsource inspired)
Re: What's everyone working on? (tigsource inspired)
I've been coding a Mega Man fangame for a while. I'm happy I finally made sloped tiles work.
Re: What's everyone working on? (tigsource inspired)
Just made logo and inventory system for my new game. really great graphic design experiment for me actually.
Re: What's everyone working on? (tigsource inspired)
LÖVE Characters
I'm working on cute pixelart versions of LÖVE characters...
Because ... why not.
I'm working on cute pixelart versions of LÖVE characters...
Because ... why not.
Re: What's everyone working on? (tigsource inspired)
Started working on 'Micro Offensive' think SHUMP vs RTS
Re: What's everyone working on? (tigsource inspired)
I've been working on this Contra inspired side scroller for a while now, here's a new enemy I added this week
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Re: What's everyone working on? (tigsource inspired)
Working on isometric shadows.
Definitely looks awesome, but I still don't know how practical it's gonna be in order to keep them.
These are rectangular walls after all, with buildings and weird shapes (and moving objects) I'd have a lot of work, but in the end it will be worth it I think.
It's an isometric RTS I'm working on similar to Stronghold
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Re: What's everyone working on? (tigsource inspired)
Last edited by MrFariator on Thu Apr 20, 2023 9:40 am, edited 1 time in total.
Re: What's everyone working on? (tigsource inspired)
Man, this is awesome!MrFariator wrote: ↑Sat Oct 28, 2017 9:48 pm Did a HUD this week now that my university obligations are not as bad for the rest of the semester.
Cool stuff.
Re: What's everyone working on? (tigsource inspired)
Hmm. Lua-Steam dll/so library.
https://bitbucket.org/MainTomato/steampower (develop branch)
Now looks like this, on 0.3v.
load image from steamworks example
I tried to writing FFI-bindings, but it has some troubles with steam_callbacks, and i need c++ OOP to make it: some things, like lobby/connection events cannot been created without steam_callbacks, so I want full access to all steam stuff. Final version must have nice friends/lobby/matchmaking interface, as set of steam_api/steamPower dll's + bunch of lua-objects for love/corona/defold engines, and just for linking your love-app to steam (without engine modifications, always last love/corona/defold version, no compilers etc).
I trying to make full steamworks binding, so steamworks documectation is actual for this.
Structs as tables, without type-prefix but may contain additional info, for example, this function on steamworks transforms to:
https://bitbucket.org/MainTomato/steampower (develop branch)
Now looks like this, on 0.3v.
load image from steamworks example
I tried to writing FFI-bindings, but it has some troubles with steam_callbacks, and i need c++ OOP to make it: some things, like lobby/connection events cannot been created without steam_callbacks, so I want full access to all steam stuff. Final version must have nice friends/lobby/matchmaking interface, as set of steam_api/steamPower dll's + bunch of lua-objects for love/corona/defold engines, and just
Code: Select all
steam = require'SteamPower'
I trying to make full steamworks binding, so steamworks documectation is actual for this.
Structs as tables, without type-prefix but may contain additional info, for example, this function on steamworks transforms to:
Code: Select all
inGame, GameInfo = steam.friends.GetFriendGamePlayed('123456789012345') -- SteamID as string
-- where
-- inGame -> true
-- GameInfo -> {
-- AppID = '480',
-- GameIP = 0xAABBCCDD,
-- GamePort = 12345,
-- QuerryPort = 12346,
-- IDLobby = '123456789012345',
-- GameIPString = '127.0.0.1', -- additional info
--}
Science and violence
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Re: What's everyone working on? (tigsource inspired)
99/100 - Metacritic
Truly revolutionary - IGN
I stayed up all night yesterday trying to get SpriteBatches working, and it turned out I wasn't calling love.graphics.draw.
I'm getting 300 fps drawing 10K 32x32 sprites every frame on a gtx 1050, so 3 million sprites per second. Do these numbers make sense or am I completely messing up something and I should be getting something like 3000 fps?
Truly revolutionary - IGN
I stayed up all night yesterday trying to get SpriteBatches working, and it turned out I wasn't calling love.graphics.draw.
I'm getting 300 fps drawing 10K 32x32 sprites every frame on a gtx 1050, so 3 million sprites per second. Do these numbers make sense or am I completely messing up something and I should be getting something like 3000 fps?
What's this? What's this? There's violas everywhere!
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