What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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Larsii30
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Re: What's everyone working on? (tigsource inspired)

Post by Larsii30 » Thu Dec 20, 2012 11:40 am

@ monsieur_h
This could get pretty good. The menu is nice, everything looks very smooth.
I've never played a plant simulation game, so my first thought was "how is he going to make this fun ?" . :)

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

Post by Roland_Yonaba » Thu Dec 20, 2012 1:03 pm

@monsieur_h: That looks awesome!

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

Post by Nixola » Thu Dec 20, 2012 1:05 pm

It's very good for a first project! If you need an Italian translation (from English, or German if my mother is in a good mood) ask me ;)
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics

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

Post by monsieur_h » Thu Dec 20, 2012 2:33 pm

Larsii30 wrote:@ monsieur_h
my first thought was "how is he going to make this fun ?" . :)
That's all the challenge ! My bet is we can have fun out of boring things. To be honest I have no idea how I'll achieve this yet :)
Nixola wrote:It's very good for a first project! If you need an Italian translation (from English, or German if my mother is in a good mood) ask me ;)
Thank you for your offer. I intend to set up a wiki somewhere and let people edit translation files at some point. That's not sooner than in a few month thought. I'll let you know about it.

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

Post by Lafolie » Thu Dec 20, 2012 5:08 pm

Some neat stuff going, I like the menus for the plant game.

I've been making progress on my multiplayer turn-based rpg.
Screen shot 2012-12-20 at 17.03.02.png
Screen shot 2012-12-20 at 17.03.02.png (192.96 KiB) Viewed 1094 times
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Re: What's everyone working on? (tigsource inspired)

Post by Jasoco » Fri Jan 04, 2013 9:51 am

Decided to post an update on my 3D Star Fox style space-ish shooter type game thingy project. In animated GIF form!

Image

It's a little slow, but it shows the game in action. Soon I want to get an official topic up with a real video showing it off. For now this is an appetizer? Maybe?

Today I implemented a level loading system. All graphics and models are placeholders. The final game will not be related to Star Fox. I hope to have all my own custom made models including the player ship.

Lots of plans for implementation including both land and sea-based vehicles. I hope the project can be an homage to Star Fox rather than a clone of it.

Enjoy!

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

Post by Roland_Yonaba » Fri Jan 04, 2013 10:16 am

Jasoco wrote:Decided to post an update on my 3D Star Fox style space-ish shooter type game thingy project. In animated GIF form!
2013 is going to be awesome year :awesome:
How "playable" is it, actually ? (In terms of framerate, I mean). Not laggy, hopefully ?

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

Post by Jasoco » Fri Jan 04, 2013 6:14 pm

No lag. I get a constant 60FPS because for some reason my computer is stuck on VSync even if I have it off. (Need to look into why) I haven't been able to get a full framerate in forever. But it stays at 60FPS most of the time. A well designed level and enemy model will do wonders.

And I'm working on deciding on a final viewing distance. Right now it's set at 10,000 units away and runs fine. But the original game had a very close draw distance where things popped into frame when only a few hundred meters away and your lasers only flew for about a second until they disappeared.

I also need to work on controls. My old clone was pretty perfect in the control department. I need to bring that code over to this one.

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

Post by Roland_Yonaba » Fri Jan 04, 2013 6:21 pm

Jasoco wrote:No lag. I get a constant 60FPS because for some reason my computer is stuck on VSync even if I have it off. (Need to look into why) I haven't been able to get a full framerate in forever. But it stays at 60FPS most of the time. A well designed level and enemy model will do wonders.
Awesome.
Jasoco wrote: And I'm working on deciding on a final viewing distance. Right now it's set at 10,000 units away and runs fine. But the original game had a very close draw distance where things popped into frame when only a few hundred meters away and your lasers only flew for about a second until they disappeared.
Well, maybe you should leave this as a configurable option, to the player ?

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

Post by Jasoco » Fri Jan 04, 2013 6:24 pm

Roland_Yonaba wrote:
Jasoco wrote: And I'm working on deciding on a final viewing distance. Right now it's set at 10,000 units away and runs fine. But the original game had a very close draw distance where things popped into frame when only a few hundred meters away and your lasers only flew for about a second until they disappeared.
Well, maybe you should leave this as a configurable option, to the player ?
I want to. But also I don't want the bullets being able to fly forever. I don't want you seeing an enemy a mile ahead and shooting a laser and hitting him a mile away. There needs to be some sort of fake limit there. Right now lasers only have a lifespan of 1 second. So if you're shooting directly at an enemy, it won't actually hit until your close enough. This might seem frustrating to the player.

I need to do more playing around. See how Star Fox 64 did it since it had a larger render distance.

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