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

Posted: Mon Jan 13, 2014 5:50 pm
by styves
Don't have anything to show right now (at work) but I've been mostly learning the framework.

I guess the highlight of what I've done so far that isn't your run of the mill platform gameplay is a "AAA-quality" (lol) post-processing pipeline, with:

- Deferred shading
- Atmospheric scattering backdrop (sky)
- Sunshafts
- Bloom
- HDR and filmic tonemapping
- Auto-exposure adaptation
- Film grain

Was planning to do more, like motion blur, but I haven't gotten that far yet. :nyu:

Need to work on my art skills before I put it all together into something unique and visually pleasing. ^^

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

Posted: Mon Jan 20, 2014 4:41 am
by Jasoco
Just something I've been fiddling with..


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

Posted: Mon Jan 20, 2014 9:12 am
by Germanunkol
It's funny to hear your voice. For some reason, given your avatar, I always expected you to sound more like a woman :D

The jumping looks really good, it makes the blocks almost look like they're higher, only because of the animation! Light/Shadows are also neat - are you using a shader?
But the thing I liked the most is the ghost animation when you die. Nice touch!

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

Posted: Mon Jan 20, 2014 12:39 pm
by styves
Started working on a lighting library for quick drop-in lighting for Lovers. Here's a screenshot. :)

Image

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

Posted: Mon Jan 20, 2014 1:33 pm
by SiENcE
Looks nice and i really appreciate libraries :)!

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

Posted: Mon Jan 20, 2014 5:26 pm
by Roland_Yonaba
styves wrote:Started working on a lighting library for quick drop-in lighting for Lovers. Here's a screenshot. :)
Man that is sweet! Sweet!

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

Posted: Mon Jan 20, 2014 7:57 pm
by Germanunkol
styves wrote:Started working on a lighting library for quick drop-in lighting for Lovers. Here's a screenshot. :)
I love the idea of making it "plug and play" stlye.
How about putting this into a github repo and then adding more and more shaders to it?

I'd love to contribute if I can.

It would be great to see more shaders used in Love games...

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

Posted: Tue Jan 21, 2014 1:56 am
by Jasoco
Germanunkol wrote:It's funny to hear your voice. For some reason, given your avatar, I always expected you to sound more like a woman :D

The jumping looks really good, it makes the blocks almost look like they're higher, only because of the animation! Light/Shadows are also neat - are you using a shader?
But the thing I liked the most is the ghost animation when you die. Nice touch!
No shaders. Just good old fashioned love.graphics.setBlendMode("subtractive").

Code: Select all

if self.lightLevel < 1 then
	lgr.setCanvas(self.lighting)
	self.lighting:clear(0,0,0,255 * (1 - self.lightLevel))
	lgr.setBlendMode("subtractive")
	for i, ls in pairs(self.level.lightSources) do
		lgr.setColor(0,0,0)
		local i = app.images.lights[ls.shape or "small"]
		lgr.draw(i, ls.x, ls.y, 0, 1, 1, i:getWidth() / 2, i:getHeight() / 2)
	end
	lgr.setBlendMode('alpha')
	lgr.setCanvas()
end
For reference:

I've been studying this video constantly. I'm trying to replicate the gameplay as close as possible while fixing some of the quirks. (In the game there is a delay after pressing a direction where you pause so you can turn to face an enemy without walking onto it. But it means moving around angled areas and other places just gets cumbersome. So I removed the delay and added a modifier if you want to just turn around. I even replicated the ability to turn around while jumping. Plus you can fire your weapon while jumping just like the original. And since last night I added the spears from Chapter 5: Captain Bell.

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

Posted: Sat Feb 01, 2014 10:21 pm
by josefnpat
I've been working on a PratCam like system for DOYC.

This is just a tech demo, and I intend on getting actors for each camera, but this preview should give you an idea of what I have accomplished.


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

Posted: Tue Feb 04, 2014 9:21 pm
by Jasoco
Made some significant changes to the engine with some progress and an editor.