What's everyone working on? (tigsource inspired)

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

Post by kikito » Fri Feb 22, 2013 11:38 am

I've been working on Luv.js for a couple weeks now.
When I write def I mean function.

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

Post by Hexenhammer » Fri Feb 22, 2013 7:04 pm

I am working on a way too ambitious project which I will never finish.

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

Post by Taehl » Sat Feb 23, 2013 6:33 am

Our project is coming along nicely.

(That's 42 FPS on a netbook)
Image

We've got working physics, some graphics and particles, asteroids which break apart when damaged, ships with multiple turrets, and AI-controlled skirmishers. It doesn't yet have sound, but play-testers are making their own space-battle noises (a promising sign!). Next milestone is basic multiplayer.

Also, 969th post, whoo!
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
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SimonLarsen
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Re: What's everyone working on? (tigsource inspired)

Post by SimonLarsen » Sat Feb 23, 2013 9:49 am

Working on the first boss.
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substitute541
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Re: What's everyone working on? (tigsource inspired)

Post by substitute541 » Sun Feb 24, 2013 3:37 am

An asteroids clone...

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Currently designing themes for WordPress.

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

Post by scutheotaku » Sun Mar 03, 2013 7:21 pm

I'm working on a generic (not format or software dependent) tilemap library. It's loosely based on Flashpunk's Tilemap class. Not sure if I'll release it though - is there a demand for such a thing?

EDIT: viewtopic.php?f=5&t=22282


SimonLarsen wrote:Working on the first boss.
Image
I really love all the screenshots you're posting! Great art style!

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

Post by josefnpat » Sun Mar 10, 2013 8:38 am

Missing Sentinel Software | Twitter

FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push

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

Post by Germanunkol » Tue Mar 19, 2013 9:59 pm

Splitscreen asteroids?! Oh my god, this is like a child-dream come true for me!
Finish it, finish it, finish it!!

Care to elaborate how you achieved the split-screen effect? I know you can do "cameras" in löve, but how do you clip the drawing to a certain area of the screen?
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micha
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Re: What's everyone working on? (tigsource inspired)

Post by micha » Tue Mar 19, 2013 10:31 pm

Germanunkol wrote:Care to elaborate how you achieved the split-screen effect? I know you can do "cameras" in löve, but how do you clip the drawing to a certain area of the screen?
You can use scissors.

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

Post by josefnpat » Tue Mar 19, 2013 11:09 pm

Germanunkol wrote:Splitscreen asteroids?! Oh my god, this is like a child-dream come true for me!
Finish it, finish it, finish it!!

Care to elaborate how you achieved the split-screen effect? I know you can do "cameras" in löve, but how do you clip the drawing to a certain area of the screen?
Misha's got it right, I use sissor, but to elaborate like you've asked;

There is an object for each player, and with that there is a window object that defines the x,y,w,h of each player. Using those variables, I have all my other functions work off of those numbers instead of the love.graphics.get[Height|Width].

Currently the game is playable as a free for all shooter. It may gain some funding soon for part time development instead of just my free time.

Missing Sentinel Software | Twitter

FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push

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