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

Posted: Wed May 25, 2016 12:21 am
by davisdude
Wow, @sheepolution, that looks really good. Do you have any more info on it?
Everyone's doing some very nice things in this thread, very cool stuff!

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

Posted: Sat May 28, 2016 7:09 am
by D0NM
Zabuyaki
Well, just changed the life bars + new throwing anim

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

Posted: Sat May 28, 2016 8:56 am
by Sheepolution
davisdude wrote:Wow, @sheepolution, that looks really good. Do you have any more info on it?
Thanks! Maybe you missed it but I posted a devlog on the bottom. That's pretty much all the info I can give you.

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

Posted: Tue May 31, 2016 5:49 pm
by Tanner
Hoping this is effective as a sort of minimalist Factorio. Mobile in mind.

Image

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

Posted: Tue May 31, 2016 6:25 pm
by s-ol
Working on a 2d point-and-click game engine (and game) that (hot-re-)loads scenes from .psd files directly.

here's a video:


and a blog post :)

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

Posted: Wed Jun 01, 2016 5:51 pm
by Jasoco
I had been contemplating it for a while as I was working on the prototype I posted before, so I decided to dig up my shelved 3D RPG engine to play around and came up with a new prototype that might work for me...

Image

The main difference being that I decided to just snap everything to a 16 pixel grid instead of arbitrarily at 100 units per tile. So when I put in character sprites they'll be at 16x16 too. But I'll still have the option to up it to 32x32 if I need to.

I might be able to make something of the RPG engine after all. But I might not make it an RPG anymore. Depends. Shame though because I have such a great Inventory/Menu screen and Shop in progress.. Maybe I can salvage them though because they still work fine...


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

Posted: Sat Jun 04, 2016 1:18 pm
by Jack5500
Tanner wrote:Hoping this is effective as a sort of minimalist Factorio. Mobile in mind.
This looks really great. Are you developing it in the open?

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

Posted: Sun Jun 05, 2016 5:23 pm
by Skeiks
Jasoco wrote:I had been contemplating it for a while as I was working on the prototype I posted before, so I decided to dig up my shelved 3D RPG engine to play around and came up with a new prototype that might work for me...

The main difference being that I decided to just snap everything to a 16 pixel grid instead of arbitrarily at 100 units per tile. So when I put in character sprites they'll be at 16x16 too. But I'll still have the option to up it to 32x32 if I need to.

I might be able to make something of the RPG engine after all. But I might not make it an RPG anymore. Depends. Shame though because I have such a great Inventory/Menu screen and Shop in progress.. Maybe I can salvage them though because they still work fine...
That looks pretty cool. The menu system is really impressive, even if you don't use it for this game I'm sure you can re-purpose it.

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

Posted: Sun Jun 05, 2016 6:29 pm
by Tanner
Jack5500 wrote:
Tanner wrote:Hoping this is effective as a sort of minimalist Factorio. Mobile in mind.
This looks really great. Are you developing it in the open?
Thanks! I am but it's just a loose collection of mechanics at this point and doesn't have it's own repo. It's on this branch of my prototypes repo, though: https://github.com/TannerRogalsky/love2 ... ree/colors

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

Posted: Wed Jun 15, 2016 8:29 pm
by Jasoco
I saw this Tweet from zep @ lexaloffle and decided to try it myself in Löve.