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Re: What's everyone working on? (tigsource inspired)
Posted: Thu Oct 11, 2012 6:47 pm
by Ragzouken
turning my cylinder thing into a platformer
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Oct 11, 2012 6:51 pm
by Larsii30
Ragzouken wrote:
turning my cylinder thing into a platformer
I love it
Looks fantastic.
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Oct 13, 2012 11:24 pm
by GarbagePillow
- AOetP.png (44.28 KiB) Viewed 892 times
- X18W4.png (52.91 KiB) Viewed 892 times
I have tilable poisson disks working nicely. Each of these disks is associated with a square tile, and each tile has about 1-4 disks. The coloring is set on a tile by tile basis, but you cannot really notice the regularity of tiles using this technique.
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Oct 15, 2012 1:17 am
by pk
None of the N++ themes are gay enough...
- npp-love-theme.png (90.75 KiB) Viewed 4448 times
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Oct 15, 2012 8:51 am
by Roland_Yonaba
Great theme..Download link ?
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Oct 15, 2012 2:45 pm
by StoneCrow
Im back, not working on anything yet....
But I'm hoping to adjust my sleeping schedules to fit in with work and coding by next week
.
Stuff to do:
- work on Atree,
polish some backend work for other projects,
create a new lightengine for new quick game,
continue work on AI systems.
I set myself too many projects always!
Anyone else have this problem??
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Oct 15, 2012 3:06 pm
by dreadkillz
Too many ideas, not enough time.
Re: What's everyone working on? (tigsource inspired)
Posted: Tue Oct 16, 2012 5:34 pm
by Triplenox
SimonLarsen wrote:Not LÖVE related, but wanted to share anyway:
Just took a course on the principles behind 3D graphics. We were required to turn in a simple game to qualify for the oral exam so I made this simple Portal clone:
Very nice, I LÖVE the look of it
Kind Regards,
-Triplenox
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Oct 17, 2012 8:19 am
by substitute541
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Oct 18, 2012 12:50 am
by Ref
Wanted to figure out how to use quads.
Result, a simple puzzle test script.
Basically, an image is fragmented into quads and randomly distributed on the the screen.
By left clicking on one quad and then right clicking on another quad causes them to swap.
Pretty simple, so I added random rotation of the quads to make it somewhat harder.
Problem is if the image is too badly fragmented, there isn’t enough information to determine where quads should be. So there is a trade off between the number of quads and the detail in the image.
Remaining to be done:
menu
levels
check for when image has been correctly reassembled
sound
scoring system
convert quads to spritBatch
better images
Attached script is a dumbed down simple example of what I have so far.
Edit: Modified example to use sprite batch. Obviously not a good example of the the use of sprite batch as speed is not a factor here - just a test. Really simple to convert quads into a sprite batch.
Don't appreciate what spriteBatch:bind() and spriteBatch:unbind() really do but did discover if not used correctly will cause Love to crash.