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Re: What's everyone working on? (tigsource inspired)
Posted: Mon Feb 24, 2014 1:17 am
by beforan
whew, I just submitted a game for MiniLD #49!
Made in LÖVE of course, and making extensive use of wonderful libraries (HUMP, Bump, Quickie...) so I don't have to reinvent the wheel!
I am pretty proud of it's procedural map generator though, which is all me (though probably horribly inefficient, but I only had a weekend to get the whole thing done!). Sure it's just maths n' all, but it worked out really nicely I think:
Can provide links if anyone wants to see it (or you can get it from the Mini LD #49 submission page; it's Doge vs Doge)
I'm just really pleased to have finally done something through to a level of "completion"* in LÖVE. I really feel like my Lua knowledge is getting more solid, and I'm not just mucking about prototyping ideas that never go anywhere!
*of course there's tons of improvements I want to make, beyond the limited weekend timeline...
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Feb 24, 2014 2:13 pm
by jjmafiae
I wanna see it!!! looks amazing!
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Feb 24, 2014 8:25 pm
by beforan
it's not super tweaked for balance (the timer vs map sizes etc...) yet but you can get it here:
http://randomnation.co.uk/games/doge_vs ... _doge.love
or packaged with love for windows:
64-bit:
http://randomnation.co.uk/games/doge_vs ... ge_x64.zip
32-bit:
http://randomnation.co.uk/games/doge_vs ... ge_x86.zip
hope you enjoy checking it out, and I might spend some time polishing it, adding AI, difficulties and such...
Re: What's everyone working on? (tigsource inspired)
Posted: Tue Feb 25, 2014 1:17 pm
by OttoRobba
Doing a text editor just to learn more about Lua and LÖVE. Inspired by Bret Victor's talk but nowhere near a finished thing. Just testing ideas.
Re: What's everyone working on? (tigsource inspired)
Posted: Tue Feb 25, 2014 9:11 pm
by ixjf
I wrote a Flappy Bird clone in the last weekends for fun - it's not finished, the code is quite (more than quite!) messy and physics aren't exactly like in the original game. I don't feel like finishing it right now, but I might pick it up later. At the moment, I'm working on a port of the Love Frames GUI library to Multi Theft Auto - it's in fact pretty much working, just some bugs here and there because of the differences between LOVE and MTA, workarounds I had to write, etc.
Here are some pictures of the Flappy Bird clone:
http://imgur.com/0Vgh238,JT6Rc85,mmQEl8 ... 5j,so35sLA
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Feb 27, 2014 9:19 am
by OttoRobba
Got inspired and started to toy with a Love wrapper for Processing. Easier than I thought it would be so far.
Code: Select all
strokeWeight(10)
fill(200, 120, 110, 255)
stroke(100,20,150,255)
rect(heroX,100,100,100)
noFill()
rect(10,220,100,100)
rect(10,340,100,100)
rect(10,460,100,100)
image(pimage, heroX, 220)
Sure is easier to type out than
Code: Select all
love.graphics.setLineWidth(10)
love.graphics.setColor(200, 120, 110, 255)
love.graphics.rectangle("fill", heroX,100,100,100)
love.graphics.setColor(100,20,150,255)
love.graphics.rectangle("line", heroX,100,100,100)
love.graphics.rectangle("line", 10,220,100,100)
love.graphics.rectangle("line", 10,340,100,100)
love.graphics.rectangle("line", 10,460,100,100)
love.graphics.setColor(255,255,255,255)
love.graphics.draw(pimage, heroX, 220)
Although I do appreciate the clarity of Love's structure so much.
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Feb 27, 2014 12:03 pm
by SimonLarsen
Working two jobs while studying has more or less halted all development for me, but I've been working on some funky music for
Duck Marines.
Check it out:
https://soundcloud.com/simon-jonas-lars ... sh-genesis
However we recently made a deal with a very talented musician to use some of his stuff instead so thigh will most likely not make it into the game.
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Feb 27, 2014 10:29 pm
by qwook
Working on a gui framework for love2d, with proper scissor and transformations.
It's called Graphical User Interface Commanding Unit Model
or
GUI CUM
I might port over this text editor I wrote for Garry's Mod in Lua if I find the source code:
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Mar 01, 2014 2:10 am
by Mermersk
I'm making a game for android! Its called Duckentry, it's kinda a small form game, with a little story(not a higscore thingy). This gif shows how the first half is, but the gameplay is broken into some segments and different depending on where you are.
Re: What's everyone working on? (tigsource inspired)
Posted: Sun Mar 02, 2014 1:06 am
by alesan99
I've been working on a remake of pokemon red and blue
(most likely will not be completely finished unless I go crazy) with a map editor!