What's everyone working on? (tigsource inspired)

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

Post by pajh » Fri Feb 27, 2015 9:19 am

I'm working on a Logicality - a game using digital circuits and gates.

Image
Image

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

Post by Germanunkol » Sat Feb 28, 2015 9:21 pm

Yay, cool!
Looking forward to more detail. Good luck with it - looks nice already!
trAInsported - Write AI to control your trains
Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
GridCars - Our jam entry for LD31
Germanunkol.de

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

Post by Skeiks » Mon Mar 02, 2015 12:17 am

Working on a Metroidvania I think I'm going to call Forerunners. Right now I've got most of the basics implemented; map switching, wall jumping, the tile engine (Thanks STI!) and a few of the camera functions. I'm going to try and do a Zelda thing and have several different gadgets the player can use, but I want most of them to be pretty unique. I don't want to just do the basic double jump, higher jump, flying, bigger gun type thing.

I've got two of my ideas in, which include magnet boots and a teleportation puck. I've got a lot of ideas for puzzles including those two. All the art is just placeholder's I've stolen from Saira and Opengameart.org right now. I'm commissioning some assets so I can get a decent looking prototype put together. I think next I'm going to work on having revealing sections of map, and a dialogue system.

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

Post by lupettohf » Mon Mar 02, 2015 6:11 pm

I'm making a simple game (that can be adapted as a audiogame) whit no actual knowledge of lua or things! [G]

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

Post by arampl » Wed Mar 04, 2015 5:07 pm

I'm experimenting with Beziers and blur shaders.
bezier.png
bezier.png (54.94 KiB) Viewed 1535 times
UPDATE: faster blur shader (now uses built-in variable VaryingTexCoord)
UPDATE2: added self-intersecting bezier (right click close to point and drag)

REFERENCE on blur used: http://xissburg.com/faster-gaussian-blur-in-glsl/
Attachments
bezier.love
(4.84 KiB) Downloaded 43 times
Last edited by arampl on Sat Mar 07, 2015 7:55 am, edited 3 times in total.

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

Post by martincohen » Wed Mar 04, 2015 5:28 pm

arampl wrote:I'm experimenting with Beziers and blur shaders.
Oh nice!
<3

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

Post by Davidobot » Thu Mar 05, 2015 4:53 pm

I'm making a stylized 3D top-down shooter, here's a cityscape preview:
Image
My projects: Raycaster, love.js v11.3 port
itch page: link
My website: link
My library: LovelyMoon

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

Post by Ref » Thu Mar 05, 2015 10:21 pm

arampl wrote:I'm experimenting with Beziers and blur shaders.
The attachment bezier.png is no longer available
UPDATE: faster blur shader (now uses built-in variable VaryingTexCoord)

REFERENCE on blur used: http://xissburg.com/faster-gaussian-blur-in-glsl/
Hi arampl!
I get the following error message on my laptop:
Error
Cannot link shader program objects:
Not enough space for defined varyings.
Had to change 14's to 13's to get it to work. So much for my machine.
Found it interesting that you used a stencil to confine the blur to the shape. Cleaver!
Screwed around with your script to see what it would do with a rounded rectangle.
Real funky colors - see below.
Attachments
blur.love
Slight mod of arampl's code
(2.42 KiB) Downloaded 48 times

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

Post by qubodup » Fri Mar 06, 2015 12:26 am

Image
I made a stup... cute android app at the last Berlin Mini Jam. Most of the time I spent installing Android/Ant stuff and setting up PATH on Windows. At the end I had time to write a little toy app.
The same night I registered a google play dev account.
On the next day I made all the banners/screenshots and a trailer video and submitted.
After about a day it got published.

Meow.

Why did I do this?

I am preparing material for a 3-day workshop for 10-27 year old beginners with the following structure:
- day 1: copy code to make a game
- day 2: individualize it (code/art changes)
- day 3: port to android

The workshop will take place at various youth clubs for girls and young women in Berlin & Potsdam, April-September 2015.
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)

louie999
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Re: What's everyone working on? (tigsource inspired)

Post by louie999 » Fri Mar 06, 2015 9:09 am

Gonna try and make a turn-based 2D war game with lots of units and lots of explosions. :awesome:

Code: Select all

fun = true
school = true

function isItFun()
    if school then
       fun = false
    end
    if not fun then 
       me:explode()
    end
end

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