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

Posted: Wed Sep 20, 2017 7:13 pm
by megalukes
I've been coding a Mega Man fangame for a while. I'm happy I finally made sloped tiles work.
mm.gif
mm.gif (738.91 KiB) Viewed 9141 times

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

Posted: Wed Sep 27, 2017 3:26 pm
by nikneym
Just made logo and inventory system for my new game. really great graphic design experiment for me actually. :nyu:

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

Posted: Sat Sep 30, 2017 4:50 pm
by MadByte
LÖVE Characters
I'm working on cute pixelart versions of LÖVE characters... :cool: :nyu:
Because ... why not. :joker:

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

Posted: Mon Oct 02, 2017 11:11 am
by f483
Started working on 'Micro Offensive' think SHUMP vs RTS

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

Posted: Fri Oct 27, 2017 4:19 am
by Stumphead
I've been working on this Contra inspired side scroller for a while now, here's a new enemy I added this week

podEnemy.gif
podEnemy.gif (737.84 KiB) Viewed 8594 times

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

Posted: Fri Oct 27, 2017 6:45 pm
by KayleMaster
Image
Working on isometric shadows.
Definitely looks awesome, but I still don't know how practical it's gonna be in order to keep them.
These are rectangular walls after all, with buildings and weird shapes (and moving objects) I'd have a lot of work, but in the end it will be worth it I think.

It's an isometric RTS I'm working on similar to Stronghold

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

Posted: Sat Oct 28, 2017 9:48 pm
by MrFariator
megalukes wrote: Wed Sep 20, 2017 7:13 pm mm.gif
Cool stuff.

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

Posted: Mon Oct 30, 2017 10:57 am
by tio
MrFariator wrote: Sat Oct 28, 2017 9:48 pm Did a HUD this week now that my university obligations are not as bad for the rest of the semester.
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megalukes wrote: Wed Sep 20, 2017 7:13 pm mm.gif
Cool stuff.
Man, this is awesome!

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

Posted: Mon Nov 06, 2017 2:16 pm
by HDPLocust
Hmm. Lua-Steam dll/so library.
https://bitbucket.org/MainTomato/steampower (develop branch)

Now looks like this, on 0.3v.
Image
load image from steamworks example

I tried to writing FFI-bindings, but it has some troubles with steam_callbacks, and i need c++ OOP to make it: some things, like lobby/connection events cannot been created without steam_callbacks, so I want full access to all steam stuff. Final version must have nice friends/lobby/matchmaking interface, as set of steam_api/steamPower dll's + bunch of lua-objects for love/corona/defold engines, and just

Code: Select all

steam = require'SteamPower'
for linking your love-app to steam (without engine modifications, always last love/corona/defold version, no compilers etc).

I trying to make full steamworks binding, so steamworks documectation is actual for this.
Structs as tables, without type-prefix but may contain additional info, for example, this function on steamworks transforms to:

Code: Select all

inGame, GameInfo = steam.friends.GetFriendGamePlayed('123456789012345') -- SteamID as string
-- where
--  inGame -> true
--  GameInfo -> {
--    AppID = '480',
--    GameIP = 0xAABBCCDD,
--    GamePort = 12345,
--    QuerryPort = 12346,
--    IDLobby = '123456789012345',
--    GameIPString = '127.0.0.1', -- additional info
--}

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

Posted: Wed Nov 08, 2017 10:50 am
by incognito_mage
99/100 - Metacritic
Truly revolutionary - IGN

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I stayed up all night yesterday trying to get SpriteBatches working, and it turned out I wasn't calling love.graphics.draw.

I'm getting 300 fps drawing 10K 32x32 sprites every frame on a gtx 1050, so 3 million sprites per second. Do these numbers make sense or am I completely messing up something and I should be getting something like 3000 fps?