milk wrote: ↑Wed Apr 11, 2018 6:09 pm
I've programmed in a few assembler dialects, VB, C++ and a whole lot of web dev related markups/languages, I choose LOVE because it's what I started out using when learning Lua, I think the most important thing about developing a game is using something you're comfortable with and Lua+LOVE turned out to be that. With my limited experience with JS game dev frameworks (Phaser) I can say Lua is just much nicer to work with, less verbose, easy on the eyes and Lua's tables are godlike imo. With the addition of MoonScript makes writing games a pure joy.
Yes, that's what I meant — when you start learning something new, It's good to use familiar tools.
Just wondering how did you come up with Lua? Have you already used it for game scripting?
milk wrote: ↑Wed Apr 11, 2018 6:09 pm
I used this nice library called
moonshine for the post-processing effects (the colour split is called chromatic aberration
)
So you did not write shader code by yourself?
Yes, I know about chromatic aberration, but I thought it is slightly different — the further from the center, the stronger the effect. But I'm not pretending to be true.
milk wrote: ↑Wed Apr 11, 2018 6:09 pm
As of right now, no. Maybe if I'm bored with no internet I might add a few things <...>
What do you mean by "no internet"?
milk wrote: ↑Wed Apr 11, 2018 6:09 pm
haha, no way, I initially did look into making a multiplayer game, looked into it and came across several (better than me) programmers sharing their stories of pain on these forums, needless to say I avoided multiplayer after.
Actually, yes, I also have heard about how painful is multiplayer for continuous gameplay. I mean, looks like for turn-based games it appears to be much simpler.
I'm asking so many questions because I'm trying to develop a simple Breakout clone in Java using libGdx framework. The game itself is done, but there's no easy way to implement post processing shaders, because it doesn't support multisampled textures attached to Framebuffer object out of the box. So I have do do it manually, and I also have to try porting shaders for my own. At the moment shader does not look as intended (CRT effect), it shows up as a black screen.
So while I'm fighting OpenGL I'm looking for some information about other people's experience. And It's so cool that You spend so much time and created that document explaining your experience. And you even admit that it was not as fun as people think before they actually start building a game. It's very painful process. Of course, the more experience you have, the faster you can develop, and the more complex things you can build. But...
You know, It would be really nice to be able to choose difficulty level of your game. Or make it adaptive in terms of speed at least. Like you start slow and the faster your score increase, the closer you are to the normal (for me it is hardcore
) speed.