I'm working on my new game:
What's everyone working on? (tigsource inspired)
- severedskullz
- Prole
- Posts: 36
- Joined: Thu May 30, 2013 1:55 am
Re: What's everyone working on? (tigsource inspired)
Stress Testing my attack code.... That poor S.O.A.B. in the middle.
Any ideas for improvement? I think it is an absolute waste to call lg.drawpoint() nearly 30k times when half of those won't even fit between each other. However I don't know of a way to test against that.
-Snip- Nevermind. I answered my own question...
Any ideas for improvement? I think it is an absolute waste to call lg.drawpoint() nearly 30k times when half of those won't even fit between each other. However I don't know of a way to test against that.
-Snip- Nevermind. I answered my own question...
- severedskullz
- Prole
- Posts: 36
- Joined: Thu May 30, 2013 1:55 am
Re: What's everyone working on? (tigsource inspired)
All is going well on the planetary defence portion of my game... I can shoot bullets, launch missles, create structures, etc.
Only outstanding issue is trying to clamp the rotation on my turrets (White Line in the picture) in which I am being blatantly ignored in my help thread...
Only outstanding issue is trying to clamp the rotation on my turrets (White Line in the picture) in which I am being blatantly ignored in my help thread...
Re: What's everyone working on? (tigsource inspired)
Line technology!
Technology
Technology 2
Brimstone
Technology
Technology 2
Brimstone
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: What's everyone working on? (tigsource inspired)
I like your art style. Very Rynesque.adnzzzzZ wrote:Line technology!
Help us help you: attach a .love.
- bartbes
- Sex machine
- Posts: 4946
- Joined: Fri Aug 29, 2008 10:35 am
- Location: The Netherlands
- Contact:
Re: What's everyone working on? (tigsource inspired)
The Binding of Isaac shows there .adnzzzzZ wrote: Technology
Technology 2
Brimstone
Re: What's everyone working on? (tigsource inspired)
I can't get rid of the vision of an offical löve game.
I played around a bit with the homepage design and pixeled the cute slime thing in gimp.
I tried to craft some kind of game menu preview in gimp, too - and failed..of course
how awesome it would be to see an official löve game, maybe created by the löve community ?!
I played around a bit with the homepage design and pixeled the cute slime thing in gimp.
I tried to craft some kind of game menu preview in gimp, too - and failed..of course
how awesome it would be to see an official löve game, maybe created by the löve community ?!
- substitute541
- Party member
- Posts: 484
- Joined: Fri Aug 24, 2012 9:04 am
- Location: Southern Leyte, Visayas, Philippines
- Contact:
Re: What's everyone working on? (tigsource inspired)
That's a pretty nice concept! Keep working on it!MadByte wrote:I can't get rid of the vision of an offical löve game.
<snip>
As for me, I am working on a game that I hopefully won't stop working on.
Currently designing themes for WordPress.
Sometimes lurks around the forum.
Sometimes lurks around the forum.
-
- Party member
- Posts: 235
- Joined: Sat Dec 15, 2012 6:54 am
Re: What's everyone working on? (tigsource inspired)
I'm currently working on an "Action Dungeon Crawler." Basically, a linear, faster-paced LoZ.
^not much (at all) to show yet, but there's a lot going on under the hood. I've spent a lot of time getting the movement *just right* (patterning it after LoZ's movement system, sort of), so that it feels nice and it's virtually impossible to get stuck or run into walls on accident. There's also *simple* combat in place.
For graphics style, I'm sort of going for Bezerk + cool FX. I really want a nice bloom effect, but I'm having trouble with getting a good bloom shader in place :/
^not much (at all) to show yet, but there's a lot going on under the hood. I've spent a lot of time getting the movement *just right* (patterning it after LoZ's movement system, sort of), so that it feels nice and it's virtually impossible to get stuck or run into walls on accident. There's also *simple* combat in place.
For graphics style, I'm sort of going for Bezerk + cool FX. I really want a nice bloom effect, but I'm having trouble with getting a good bloom shader in place :/
Re: What's everyone working on? (tigsource inspired)
I am working on a nice lil rpg that started out as a lpc contest game, but I didnt have time to finish so im working on it now.
I have free movement with tile based collisions, map changing, respawing npc's with a basic random movement, music, very basic combat, and some other gui screens like inventory.
This is my first love/lua project.
https://github.com/jasonisop/lpc_game
Edit: This screen shot is a little old, there is now a hotbar under the chat window, and the enemies names and health do not show. Im thinging about only making that show when they are targeted.
I have free movement with tile based collisions, map changing, respawing npc's with a basic random movement, music, very basic combat, and some other gui screens like inventory.
This is my first love/lua project.
https://github.com/jasonisop/lpc_game
Edit: This screen shot is a little old, there is now a hotbar under the chat window, and the enemies names and health do not show. Im thinging about only making that show when they are targeted.
Who is online
Users browsing this forum: Google [Bot] and 8 guests