What's everyone working on? (tigsource inspired)

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

Post by Jasoco » Fri Nov 30, 2012 12:42 am

SimonLarsen wrote:Lots of progress.
Image
That looks amazing. Really amazing. I love the color choices.

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Larsii30
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Re: What's everyone working on? (tigsource inspired)

Post by Larsii30 » Fri Nov 30, 2012 10:39 pm

SimonLarsen wrote:Lots of progress.
>img<
huge progress! Good work.

I recently finished the lighting system:
Image

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

Post by GijsB » Sat Dec 01, 2012 1:44 pm

Larsii30 wrote:
SimonLarsen wrote:Lots of progress.
>img<
huge progress! Good work.

I recently finished the lighting system:
...
Dat lighting :D

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

Post by Jasoco » Mon Dec 03, 2012 9:49 am

Working on the rendering system tonight for my Star Fox clone engine. Implementing my special rendering mode for pixelating the screen when canvases are supported. Since love.graphics.scale() will scale polygons smoothly*, in order to get them to display pixelated, I have to filter the screen through a canvas which I then scale up. If your computer does not support canvas, you will still get the smooth* rendering mode. Everybody wins. I really like the pixelated mode. It gives it more of an early '90s console 3D feel. It is rendering at 640x400 in the following screenshots. (I tried 320x200 as an option but it was way too blocky to be enjoyable.

I'm still working on the specifics of displaying on the screen and am trying to decide whether to keep the pixelated 2:1 option or just go with 1:1. I hate mixing low res with high res. The polygons will always be low poly count, and right now the HUD is low resolution like the original game, but I could easily update the resolution of the HUD images, but then the polygons would still be low res so it'd look off. So I'd keep the low res HUD. I just need to figure out whether to make the game field also draw smaller then blown up like image #1 or just forget it and use #2.

Canvas: (2:1 scale)
Image

No Canvas: (1:1 scale)
Image

Ship currently doesn't fly yet, but it does hover like in the original. One thing at a time.

*Smooth is relative. There is no smoothing. It just means pixels are 1:1 scale.

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

Post by Roland_Yonaba » Wed Dec 05, 2012 11:54 am

Just for the fun, I have been trying to port to Lua Kevin Beason's Monte-Carlo path ray-tracer.
So far, i've got something working. Horribly slow, but it works.
Still needs major code cleanup and speed-up, though. It is a work-in-progress, but you can find the current code on Github.

An ungly 800x600 rendered scene, using 2 samps/pixel :
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Re: What's everyone working on? (tigsource inspired)

Post by Lafolie » Tue Dec 18, 2012 1:49 am

It's not much to look at, but I've been working on network code using enet. I'm building the foundations of a turn-based RPG (like Advance Wars or Ogre Battle) whilst also building up a library for client/server interactions.

Image too large for inline display.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.


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

Post by scutheotaku » Wed Dec 19, 2012 5:37 am

SiENcE wrote:Image
Very cool!

Is that all predrawn, or are you using raycasting or another 2.5D technique?

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

Post by SiENcE » Wed Dec 19, 2012 7:29 pm

scutheotaku wrote:
SiENcE wrote:Image
Very cool!

Is that all predrawn, or are you using raycasting or another 2.5D technique?
No raycasting but if you like to call it a 2.5D technique. It's made like the old Eye of Beholder or Might & Magic dungeon crawlers :), but we use some enhancements like minimap, item overlays, and many other.

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

Post by monsieur_h » Thu Dec 20, 2012 11:22 am

For my first serious LÖVE project, I'm working on a plant-simulation game. Most of graphics are just placeholders, except for the main menu. I managed to embed a real 2D artist and sound designer to help me on the artistic parts.

I made a video here:


No screenies, since there is little to show but placeholders...

Feedback on the concept would be greatly appreciated, thank you :nyu:

EDIT: for the record, all the lag/low-framerate thing comes from my cheap laptop and screen recorder.

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