What's everyone working on? (tigsource inspired)

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

Post by jobe »



A combination of a deckbuilder and a Tempest-style arcade shooter in very early development. Based on Deckpest, a similar game I made for the TIC-80 last year.

Thanks to UnixRoot and grump for the trapezoid texture mapping tips in this thread, using a similar technique to texture map the card. Hopefully I'll be able to contribute to the community myself by releasing a finished version of this game some day!
DkLee
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Re: What's everyone working on? (tigsource inspired)

Post by DkLee »

I am Attorney at Law in South Korea
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Gunroar:Cannon()
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Re: What's everyone working on? (tigsource inspired)

Post by Gunroar:Cannon() »

freeve4h wrote: Mon May 23, 2022 9:00 pm im making stuff
what stuff
The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
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knorke
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Re: What's everyone working on? (tigsource inspired)

Post by knorke »

Once again I started a new game that consist of several files that do absolutely nothing.
Then I got bored and thought: "What about splitscreen?"
The new game does nothing except print unexciting debug text so instead I made this hackish experiment:

It is a just a slightly bugged test. (sometimes things are not drawn, alpha is messed, forgot to remove drawing particle systems from 'main screen' etc)
But I was surprised how simple that actually was. Just graphics.translate() with the player's coordinates and drawing my unchanged "drawIngame" for each player with a canvas as draw-target, less than 50 lines or so.
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darkfrei
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Re: What's everyone working on? (tigsource inspired)

Post by darkfrei »

knorke wrote: Mon Aug 22, 2022 4:14 am Once again I started a new game that consist of several files that do absolutely nothing.
Then I got bored and thought: "What about splitscreen?"
The new game does nothing except print unexciting debug text so instead I made this hackish experiment:

It is a just a slightly bugged test. (sometimes things are not drawn, alpha is messed, forgot to remove drawing particle systems from 'main screen' etc)
But I was surprised how simple that actually was. Just graphics.translate() with the player's coordinates and drawing my unchanged "drawIngame" for each player with a canvas as draw-target, less than 50 lines or so.
Wow! Really nice!

Can you make as-easy-as-possible example of it?
:awesome: in Lua we Löve
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knorke
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Re: What's everyone working on? (tigsource inspired)

Post by knorke »

Well, I can just upload whatever this thing is. :crazy:
The original idea was to make myself some more files that do nothing, an empty basegame or framework for future projects.
The problem is deciding how abstract the frame should be etc.
For example I usually have some table named players{} which holds each player's coordinates, health, score, etc. But what about games where a player controls multiple things? Like in Worms or Lemmings or RTS-games, there it makes not sense to have a players.health. Instead you have maybe a table of worms with health that somehow are connected to a player.

To build the frame I have to build it around a throw-away game to test everything.
At that point I historically stop because:
... I lose interest.
... or turns into a game that is too closely interwoven with its frame.
... or I come to conclusion that there are so many cases where the game will not fit into the frame that the best, most flexible frame is surely an empty file. Then I happily close the editor, glad to have solved this problem by not having to type anything at all. :o:


See beginning of main.lua and ingameDraw() in ingame.lua
As said, this is just for testing and now to show good codedesign.
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splitdemo_22082022.love
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Rigachupe
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Re: What's everyone working on? (tigsource inspired)

Post by Rigachupe »

I work on some text adventure like stories. Where you make choices to progress forward on a map. While solving some mysteries and gathering things needed for progress. I use customized notepad++ for story editation. Developed a easy language that describes rooms and situations in game. And the whole app is showing the changes i make in the txt file during development which is nice. The app can export the story directly into a packed .love file for mobile devices.

Quick look at a tavern:
randomness-220823-112840.png
randomness-220823-112840.png (844.04 KiB) Viewed 13957 times
And view of the world:
randomness-220823-112904.png
randomness-220823-112904.png (1008.29 KiB) Viewed 13957 times
Pictures used in background are from internet resources.
KayleMaster
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Re: What's everyone working on? (tigsource inspired)

Post by KayleMaster »

Rigachupe wrote: Tue Aug 23, 2022 9:34 am And view of the world:
randomness-220823-112904.png


Did you make this overworld map? What tools did you use? Looks nice.
Rigachupe
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Re: What's everyone working on? (tigsource inspired)

Post by Rigachupe »

KayleMaster wrote: Tue Aug 23, 2022 7:30 pm
Rigachupe wrote: Tue Aug 23, 2022 9:34 am And view of the world:
randomness-220823-112904.png


Did you make this overworld map? What tools did you use? Looks nice.
Map is not created by me.

You can generate maps here
https://azgaar.github.io/Fantasy-Map-Generator/

Or manually make them here
https://inkarnate.com/

Other tools for maps
https://gameizmo.com/fantasy-map-maker/

There are also other map makers available, no need to make them. Or draw a simple one on paper and contact a forum of mapmakers. Maybe someone will draw it in the inkarnate for you.
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