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

Posted: Wed Mar 28, 2012 2:08 pm
by Lap
Bmelts arc function is sexy stuff. Used it to represent varying faction strengths on a planet.
DfQrL.png
DfQrL.png (70.05 KiB) Viewed 575 times

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

Posted: Wed Mar 28, 2012 2:30 pm
by meoiswa
Those look pretty nice :o
How do you make them? (As in, what love.graphics shape, if any, are you using?) Polylines?

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

Posted: Wed Mar 28, 2012 3:02 pm
by timmeh42
Procedural trees - trying to get them to have some degree of randomness, but also need to save the angle values for every branch - bit of a dilemma. Also, drawing hundreds of images just for one tree is highly inefficient - that's the fps in the corner there.

Image

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

Posted: Wed Mar 28, 2012 3:32 pm
by Lap
timmeh42 wrote:that's the fps in the corner there.
Framebuffer/canvas that whole tree.
meoiswa wrote:Those look pretty nice :o
How do you make them? (As in, what love.graphics shape, if any, are you using?) Polylines?
https://love2d.org/wiki/love.graphics.arc Love 0.8.0 only.

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

Posted: Wed Mar 28, 2012 4:17 pm
by timmeh42
Lap wrote:Framebuffer/canvas that whole tree.
Can't. The tree has to dynamically react to wind, etc., which means that if I stick it into one image, "wind" would involve it shearing or rotating, which will look terrible.

What I will do, though, is reduce its size and the number of iterations it goes through, as well as draw simple lines for the thinner branches that get mostly hidden by leaves.

EDIT: also, anyone have suggestions to make it more realistic?
EDIT2: Just realised how much of a mess my code is. That's what comes of experimenting. This could take some time...

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

Posted: Wed Mar 28, 2012 4:32 pm
by Robin
timmeh42 wrote:EDIT: also, anyone have suggestions to make it more realistic?
Differ the length at which there is a leaf. It seems right now they all appear at the same length, following the stem and branches.

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

Posted: Tue Apr 03, 2012 1:28 am
by AaronWizard
Shootron
Shootron
shootron.png (162.62 KiB) Viewed 4080 times
To-Do:
  • Start screen
  • Win condition/level transition
  • Monsters
  • Bullets
  • Power-ups
  • Sound and music
  • More creative name?

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

Posted: Sat Apr 07, 2012 9:46 am
by Averice
In the process of making an Isometric RPG Framework/Engine, I've got States and Hooks and GUI's etc down and done, In the process of making an In-game isometric map editor which you would access by typing open_worldeditor in the in-game console.

What's a waywo post without pictures?:

Current prototype of in-game editor, don't have block placing yet or drawing but it will come ( So far just basic menu layout / search bars )
Image

And the in-game console:
Image

You've probably noticed the GUI / Console is "Source Engine" inspired.. But I scripted stuff in garrysmod for quiet a while and I haven't let go of that feel yet.
(GUI look/colors are changeable with 1 line, the grey is just default.)

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

Posted: Sat Apr 07, 2012 11:11 am
by coffee
Averice wrote:In the process of making an Isometric RPG Framework/Engine, I've got States and Hooks and GUI's etc down and done, In the process of making an In-game isometric map editor which you would access by typing open_worldeditor in the in-game console.
...
You've probably noticed the GUI / Console is "Source Engine" inspired.. But I scripted stuff in garrysmod for quiet a while and I haven't let go of that feel yet.
(GUI look/colors are changeable with 1 line, the grey is just default.)
Very impressive. Looking forward to see more of that. The UI for now seem good :)

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

Posted: Sun Apr 08, 2012 12:43 pm
by Averice
Slow progress lately, but finally got grid and tile selection finished.

Image