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

Posted: Sat Jun 09, 2012 6:43 am
by 1u4
I'll just leave this here. It's the beginning of a game called triangle racers (the triangle you control). Uses the left, right, up, down kb arrows to animate the triangle to different positions -- which in turn produces a different steering experience and speed (speed not implemented yet). Basic rules: The faster you go, the less steer ability you have so you have to be aware of speed to navigate things.

I need to still do lots more, like learn lua :crazy: but I'm insanely busy now. If anyone wants to steal the idea, be my guest.

Love.

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

Posted: Mon Jun 18, 2012 9:25 pm
by SiENcE
Image

a classic 2d dungeon crawler with a twist ;)

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

Posted: Tue Jun 19, 2012 2:03 pm
by Roland_Yonaba
SiENcE wrote:a classic 2d dungeon crawler with a twist ;)
Yay, sounds nice. How do you handle the rendering actually ? There's some perspective look effect...

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

Posted: Tue Jun 19, 2012 2:42 pm
by SiENcE
Roland_Yonaba wrote:
SiENcE wrote:a classic 2d dungeon crawler with a twist ;)
Yay, sounds nice. How do you handle the rendering actually ? There's some perspective look effect...
Oh everything is just plain 2D as the old classics. I choose 2D because it runs on every device even html5-canvas.

Everything is explained in the Development Document.

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

Posted: Tue Jun 19, 2012 3:09 pm
by Roland_Yonaba
Indeed, awesome.

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

Posted: Fri Jun 22, 2012 6:55 pm
by nate8nate
A very work-in-progress screenshot
A very work-in-progress screenshot
RTS.png (83.64 KiB) Viewed 3329 times
My first game is going to be a small real time strategy game. I've got a lot of the basics implemented, but I have a feeling I'm going to redo a majority of the code for pathfinding.

The code is up on GitHub: https://github.com/nate8nate/rts
Any suggestions on best practices or things I should be doing differently are welcome, as this is my first attempt at programming a game.


Controls:
1: Add 1 blue unit.
2: Add 1 red unit.
3: Add 30 blue units.
4: Add 30 red units.
R: Remove all entities.

WASD: Move camera.
QE: Zoom camera.
F: Toggle fullscreen.
Esc: Return to menu.

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

Posted: Sat Jun 23, 2012 7:36 am
by slime
More Snayke:


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

Posted: Sat Jun 23, 2012 8:36 am
by coffee
It's promising. Hope see news about it soon. Welcome to community.
nate8nate wrote:
RTS.png
My first game is going to be a small real time strategy game. I've got a lot of the basics implemented, but I have a feeling I'm going to redo a majority of the code for pathfinding.

The code is up on GitHub: https://github.com/nate8nate/rts
Any suggestions on best practices or things I should be doing differently are welcome, as this is my first attempt at programming a game.


Controls:
1: Add 1 blue unit.
2: Add 1 red unit.
3: Add 30 blue units.
4: Add 30 red units.
R: Remove all entities.

WASD: Move camera.
QE: Zoom camera.
F: Toggle fullscreen.
Esc: Return to menu.

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

Posted: Sun Jun 24, 2012 6:11 pm
by ejmr
My friends and I have decided to risk our professional and personal futures on pursuing our dream of creating games. And our first title will be a 2D shmup with some fun online aspects to set it apart, among other things. We are working on getting our studio website and project information online so I unfortunately have none of that to share yet, but it is coming. LÖVE has been a fantastic engine to develop with thus far. We plan to release certain parts of our game as general-purposes libraries for developers creating similar titles; for example, our bullet pattern engine will be free for all to use, complete with documentation and examples, suitable for a 'bullet hell' shmup or something more casual. We will be giving back as much as we can to the LÖVE community and to the developers whose third-party libraries we are using.

So while I have nothing of substance to present with this post, I hope soon to be posting information about shmup, and in the future to release tools and libraries for the LÖVE community to use. :)

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

Posted: Sun Jun 24, 2012 7:14 pm
by StoneCrow
Good luck ejmr, I hope to see some news soon :3
I also hope to persue a similar route!
Edit: im also currently writing a fairly length beginners tutorial to LOVE and lua 9 pages so far, including 3 projects 2 involving hello world apps and then finally a full memory game.