What's everyone working on? (tigsource inspired)

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

Post by KayleMaster » Tue May 08, 2018 6:34 pm

Looks awesome!

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

Post by Darlex » Mon May 14, 2018 10:42 pm

A brand-new game with a BIG hidden lore
ERROR

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

Post by MadByte » Thu May 24, 2018 5:13 pm

I'm working on a new game design (again). It's based on an old turn-based strategy game called "Chaos" which released as Public Domain title on the Commodore Amiga, but I want to add my own twist to the gameplay and I'm also changing the theme from fantasy to sci-fi..

Old original:
Image


My concept (WIP):
Image

Image

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Trung0246
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Re: What's everyone working on? (tigsource inspired)

Post by Trung0246 » Sat Jun 02, 2018 10:05 pm

Doing stuff like fixing bugs and porting to lua on my library: Funch

The code is very easy to copy and paste and translate to lua, but because it had over 250+ functions it would be tedious and time-consuming task...
Current project:
Funch (lots of work unfinished: port to lua, fixing bugs,...)

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

Post by trentdb » Fri Jun 08, 2018 3:54 am

I'm at the very beginning of learning and going for a point and click game - though just drawing a level is the first goal then I can have a word with myself after about what's next.

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

Post by MrFariator » Sat Jun 16, 2018 12:02 pm

MrFariator wrote:
Sat Apr 21, 2018 11:29 am
...
Refined the hookshot's combat applications, namely that you can aim the throw in any 8 directions, plus some additional enemies.

Image
-- Run once in a blue moon
if math.random() > 0.99 then
  local account = Twitter:getProfile ( https://twitter.com/GravityCircuit )
  account:post ( currentProgress:getGIF() )
end

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

Post by yetneverdone » Sat Jun 16, 2018 3:00 pm

MrFariator wrote:
Sat Jun 16, 2018 12:02 pm
MrFariator wrote:
Sat Apr 21, 2018 11:29 am
...
Refined the hookshot's combat applications, namely that you can aim the throw in any 8 directions, plus some additional enemies.

Image
CONGRATS! Nitrome followed you (the game) on twitter! They might be interested in your game :)

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

Post by MarvelME » Thu Jun 21, 2018 8:38 pm


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

Post by MissDanish » Fri Jun 22, 2018 10:26 am

I added water puddles that only spawn when it's raining, also working on a new part of the city called the Neon Light District
screenshot_1529581608.png
screenshot_1529581608.png (470.49 KiB) Viewed 1685 times
screenshot_1529663074.png
screenshot_1529663074.png (446.41 KiB) Viewed 1685 times
screenshot_1529663067.png
screenshot_1529663067.png (438.81 KiB) Viewed 1685 times
Smol programmer :neko:

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

Post by SirRanjid » Fri Jun 29, 2018 12:27 pm

MissDanish wrote:
Fri Jun 22, 2018 10:26 am
I added water puddles that only spawn when it's raining, also working on a new part of the city called the Neon Light District
[...]
Nice progress. I'd suggest you add some fake ambient occlusion. Maybe store depth information along with each tile and run a shader on top.

Image
(It's quite subtle but I exaggerated it a little.)

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