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

Posted: Sun Sep 07, 2014 11:12 am
by undef
Oh my god Jasoco, your stuff is so beautiful!
Did you think about adding a shader, to make smooth day/night cycles (make the sky go red)?

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

Posted: Thu Sep 11, 2014 8:13 am
by rmcode
My current project is called bomb dodgers. It was inspired by "Wario Blast vs. Bomberman" for the gameboy.
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I'm currently rewriting the AI (it's the first one I ever created). I'm implementing different personalities for the NPCs. One will constantly hunt the player, whereas others try to get as many upgrades as possible before attacking, etc.

I also added a shader which switches to different colour palettes on the fly.

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

Posted: Fri Sep 12, 2014 12:46 am
by Jasoco
undef wrote:Oh my god Jasoco, your stuff is so beautiful!
Did you think about adding a shader, to make smooth day/night cycles (make the sky go red)?
Way ahead of you. My texture shader already does that. It just needs the right color selection...

Image

It needs tweaking. As long as the gradients have the right color values. I'd have to analyze real sunsets and sunrises to see when each color should be. But I think this works well enough for now. I have a set of 4 image files with colored gradients in them that I load into locals and use getPixel on to get their rgb or in the case of overall fog, the alpha value, and put that into a set of four tables. Sky color, Cloud color, Fog color and Fog intensity. The images are 512 pixels wide, though I could make them wider if I need to make a smoother gradient. And the day is divided into 512 pieces and the right table location is used depending on the time.

It looks even better in the overworld. But you only see the sky itself when in an airship. Still, that's what the darkness/fog intensity is for. It's always 0 for daytime and 0.5 or so at night. (Though I can make it so if it needs to be a foggy day, the intensity can be something like 0.2 during the day if it needs to be.

Edit: Also, tweaked the art style a little bit for the world to make it fit a little more..
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I spend way too much time on the appearance of my prototyping.

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

Posted: Wed Sep 17, 2014 3:02 pm
by kxait
I'm working on this:
Image

Do you like the sprites? I just got to love and lua coding in general. I'm a complete begginer, I started this two days ago.
Do you like it?

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

Posted: Wed Sep 17, 2014 3:06 pm
by Roland_Yonaba
It looks really cute, I like it!
What is it going to be ? A platformer ?
Keep it up!

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

Posted: Wed Sep 17, 2014 3:09 pm
by kxait
Roland_Yonaba wrote:It looks really cute, I like it!
What is it going to be ? A platformer ?
Keep it up!
Yes, it's going to be a platformer. I still need to tweak the walking animation a bit and figure out how to add maps.
Thank you!

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

Posted: Thu Oct 02, 2014 1:15 am
by rmcode
Since I'm a huge fan of Gource I started working on a git repository visualiser in LÖVE:

Image

Needless to say that this was a very early test, just to make sure that reading the repo etc. works.

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

Posted: Thu Oct 09, 2014 7:08 pm
by badfitz66
I'm working on something that's not Love2D, making a 3D engine in Java with the lwjgl libraries with GLSL shaders.

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

Posted: Fri Oct 10, 2014 12:25 pm
by Jasoco
Screen Shot 2014-10-10 at 8.04.35 AM.png
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Been doing a lot of work on my RPGs engine. Tonight I added the ability to layer textures. (The green moss on the edges of the floor tiles is a separate layer per side. So some textures might have 2, 3 or 4 separate textures stacked on top of each other.)

I am very happy with my framerate on non-overworld maps. (And even then my overworld is running great right now too even with all the detail.) This is a sample dungeon test just to see how it renders. I really love the moss. Or grass. Or green stuff that grows around the edges of the walls.

You can't tell from this shrunken down screenshot, but this is actually being rendered at 4K and running in a HighDPI window on a Retina MBP. It looks amazing. I can also draw at 8K if I wanted to (4 x 1920, 4 x 1080) but I end up with a struggling GPU with an 8K canvas size. 4K looks great enough.

I really want to show more off. But I really want to put it all in a video and create a thread for it first. So I can only tease a little at a time. I haven't even shown off the GUI much yet.

Here's another shot of the overworld:
Screen Shot 2014-10-10 at 8.19.47 AM.png
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Notice that the camera angle and distance is different for each map depending on the layout. I blurred out the funny joke names I don't want to spoil yet.

I can do a lot with this engine coupled with tweening and timer libraries like Flux and Cron. I can't wait to show off my UI.

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

Posted: Sat Oct 11, 2014 5:28 am
by Davidobot
Jasoco wrote:-awesome post-
Holy hell, man! You're something else, in a good way!
Is that using a modified raycaster engine or a completely different 3D engine? (Especially for the overworld)