Page 62 of 180
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Jun 03, 2013 12:51 pm
by nikneym
I'm working on my new game:
Re: What's everyone working on? (tigsource inspired)
Posted: Tue Jun 04, 2013 3:17 am
by severedskullz
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...
Re: What's everyone working on? (tigsource inspired)
Posted: Sun Jun 16, 2013 2:09 am
by severedskullz
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...
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Jun 17, 2013 9:50 am
by adnzzzzZ
Line technology!
Technology
Technology 2
Brimstone
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Jun 17, 2013 9:58 am
by Robin
adnzzzzZ wrote:Line technology!
I like your art style. Very Rynesque.
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Jun 17, 2013 11:54 am
by bartbes
adnzzzzZ wrote:
Technology
Technology 2
Brimstone
The Binding of Isaac shows there
.
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Jun 20, 2013 8:16 pm
by MadByte
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 ?!
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Jun 21, 2013 12:54 am
by substitute541
MadByte wrote:I can't get rid of the vision of an offical löve game.
<snip>
That's a pretty nice concept! Keep working on it!
As for me, I am working on a game that I hopefully won't stop working on.
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Jun 21, 2013 8:49 am
by scutheotaku
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 :/
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Jun 21, 2013 9:46 pm
by jasonisop
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.