Solid little gem! Your game reminded me of the first Thief game (in a good way), if you ever played that. The darkness, the lights, the eerie background ambiance, the sounds of approaching (and chasing) ghosts… You have created a nice, gloomy atmosphere with comparably simple means, which I like ve...
*ahem* New game time :cool: https://i.imgur.com/CqJt9PD.png Sickly damp air fills your lungs as sporadic artificial light strains your sun-starved eyes. The dim corridors ahead of you are bathed in aluring darkness, drawing you deeper and deeper into the unknown as your ability to recall the surfac...
Hi everyone! :awesome: I decided to join this years GMTK game jam and after 48 hours of almost non stop game making I am proud to present: https://i.imgur.com/fINSneQ.png RESET RUSH is a fast paced platformer where you put levels back together after the *real player* has hit the reset button. This m...
Wow, nicely done! :awesome: I really like the flying mechanics and I think you've found a good tone for the story. I didn't run into any performance issues altough I have a pretty beefy pc so maybe that's expected. I did however find it pretty hard to navigate when moving at top speed and would almo...
Now I just want to figure out how to do spotlights. The thing is the point lights don't get stopped by walls. So I have to be creative with them. I wouldn't mind using spotlights for hanging lamps or a flashlight though. I've Googled and found code and stuff but can't really understand it. Not as s...
If you want to use a depth buffer with the main screen, you need to set it up in love.conf (or love.window.setMode) - just setting t.window.depth = 24 should do it, but I haven't seen that being done in the g3d code I've looked at. I can confirm that adding t.window.depth = 24 to the conf file or c...
But seems like the cube is being "weirdly" rendered (inside-out), like the issue i reported on g3d_voxel, and the 2d test is rendered behind the cube: Rendering the scene to a canvas seems to solve it. I still have no idea why this is the case but the below code should work as intended. -...
I do wish I could do true lighting though. With shadows and such. Right now it's pretty simplistic. A mixture of calculated point lights and pre-baked lighting. Also every texture can have an associated "bright pixel" atlas for textures that need to have parts that are always full brightn...
Strange because it doesn't do that at all for me, what you show makes me personally think of a problem with the depth buffer, I had exactly the same result when I had played a little some time ago with the function love.graphics.setDepthMode . About your problem, is it used in this voxel engine, th...