What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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SiENcE
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Re: What's everyone working on? (tigsource inspired)

Post by SiENcE » Sun Mar 11, 2012 6:03 pm

Image

since last post here i added
-animations
-4 player network mode
-and a chat

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

Post by coffee » Sun Mar 11, 2012 6:18 pm

SiENcE wrote:Image

since last post here i added
-animations
-4 player network mode
-and a chat
What's that? a multiplayer server version for Jasoco's raycasting project? :D
EDITED: Wow... just reviewed your last post. It advanced a lot. Don't have anymore that 16 bits PC AD&D 90''s classic look!

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

Post by SimonLarsen » Sun Mar 11, 2012 7:41 pm

I've been wanting to make a casual roguelike for Gameboy for quite some time now.

Decided I'd make it with LÖVE first as making anything mildly complex in assembly is pretty daunting so I'd rather not start working on it until I know it'll be worth the effort and actually feasible.

Here's teaser:
Image

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

Post by tentus » Sun Mar 11, 2012 7:43 pm

SimonLarsen wrote:I've been wanting to make a casual roguelike for Gameboy for quite some time now.

Decided I'd make it with LÖVE first as making anything mildly complex in assembly is pretty daunting so I'd rather not start working on it until I know it'll be worth the effort and actually feasible.

Here's teaser:
Image
Aang, how did you get Sokka's sword?

Seriously though, looks like fun. Loved me some Gameboy games.
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Re: What's everyone working on? (tigsource inspired)

Post by owen » Sun Mar 11, 2012 8:10 pm

I think it should say; "I got a selection of good things on sale, stranger", lol

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

Post by SiENcE » Sun Mar 11, 2012 8:16 pm

coffee wrote:
SiENcE wrote:Image

since last post here i added
-animations
-4 player network mode
-and a chat
What's that? a multiplayer server version for Jasoco's raycasting project? :D
EDITED: Wow... just reviewed your last post. It advanced a lot. Don't have anymore that 16 bits PC AD&D 90''s classic look!
Ah no, it's my own engine and completely 2D ;-)

Here you can read our devlog at tigsource

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

Post by coffee » Sun Mar 11, 2012 9:10 pm

SiENcE wrote:
Here you can read our devlog at tigsource
Thank you. Nice to see you have things well organized. I notice missing in the referred games some good things like Mordor series. I think this interesting thread could help you both https://crawl.develz.org/tavern/viewtop ... =17&t=3673

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

Post by SiENcE » Sun Mar 11, 2012 9:53 pm

coffee wrote:
SiENcE wrote:
Here you can read our devlog at tigsource
Thank you. Nice to see you have things well organized. I notice missing in the referred games some good things like Mordor series. I think this interesting thread could help you both https://crawl.develz.org/tavern/viewtop ... =17&t=3673
Thanks, i will take a look into it.

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

Post by TurtleP » Thu Mar 22, 2012 10:01 pm

Well, I'm quite new to LOVE, studied it through tutorials for a day now..about 15 hrs (1 hr last night, during classes today in school) and I wanna make an RPG like Pokemon (something like it).. Though before you criticize me, I do have coding experience, mainly in Visual Basic 2010, and some aspects in Java.

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

Post by tentus » Thu Mar 22, 2012 11:05 pm

TurtleP wrote:Well, I'm quite new to LOVE, studied it through tutorials for a day now..about 15 hrs (1 hr last night, during classes today in school) and I wanna make an RPG like Pokemon (something like it).. Though before you criticize me, I do have coding experience, mainly in Visual Basic 2010, and some aspects in Java.
Some general advice: pokemon is a grid-based game, so you'll want to check out Kikito's Tile Tutorial. The Gridlocked Player tutorial on the wiki might also be a good resource for you.

Furthermore, there are basically three game states in Pokemon (I like to think of them as "scenes"). One, your intro cutscene. Two, your game select (which is probably also your options menu). And then three, the gameplay itself. Note that the gameplay has three sub-scenes of its own: One, wandering the overworld, Two, battle, and Three, navigating your pokedex/backpack/menu thing.

Think about these three/six states when you start organizing how you plan to do your code!
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