What's everyone working on? (tigsource inspired)

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

Post by CrimsonGuy » Sun Sep 08, 2019 7:26 pm

Finished the first version of the first map for the game i'm making, made it using Tiled and this nice tileset https://iknowkingrabbit.itch.io/heroic-overworld

Image

Still need to add the game play objects and structures, but ill do that via code.

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

Post by rozenmad » Sun Nov 10, 2019 8:55 pm

I'm working on a small wrapper on love2d, which combines 2D and 3D rendering. So far, nothing serious, only performance tests, but maybe in the future I will make a game.

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Image

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

Post by pgimeno » Fri Nov 15, 2019 2:13 pm

Working on a collision library for axis-aligned rectangles, to resolve certain sliding collisions that bump can't:
colib-vs-bump-slide-resolution.png
colib-vs-bump-slide-resolution.png (13.88 KiB) Viewed 10047 times
The entity to move starts at the top left. The green line represents the requested movement. The blue line and the green rectangles that aren't the beginning or end, represent the trajectory during analysis: according to the library, the entity can reach the destination. Two collisions are registered, one with rectangle #1 and one with rectangle #2. The latter is with a corner; since the required displacement at that point is bigger in the vertical direction, the lib chooses vertical. In case of a tie (collision with a corner at 45°), the user code can decide the preferred resolution, horizontal or vertical.

The idea is that once it detects a collision with a sliding surface, it will slide only up to the end of the rectangle and, if no more collisions happen, it will try to move again towards the target from that position. This repeats until it reaches the closest possible point to the target without penetrating anything.

This should allow making something like a maze with tight passages the size of the player. With bump, this causes problems because you can't turn if there's no surface in front of you to help aligning the player.

It's going to be a bit more restricted than bump; in particular there will be no "bounce" resolution and no user-definable ones. There may be fewer world querying functions too; I still have to decide on that.

Edit: New working title is 'collib' since 'colib' seems to be taken by a coroutine library.

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

Post by stsmuniz » Wed Nov 20, 2019 11:45 pm

After some studying (still new to gamedev and löve2d) just did a little snake clone in gameboy classic fashion and wanted to get any tips or feedback from you

The source code is at https://github.com/stsmuniz/snake-love-gb
Captura de tela de 2019-11-20 20-19-30.png
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raidho36
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Re: What's everyone working on? (tigsource inspired)

Post by raidho36 » Thu Nov 21, 2019 12:10 am

stsmuniz wrote:
Wed Nov 20, 2019 11:45 pm
After some studying (still new to gamedev and löve2d) just did a little snake clone in gameboy classic fashion and wanted to get any tips or feedback from you
Tip #1 is to implement gamepad support.

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

Post by Varkas » Tue Mar 10, 2020 10:55 am

A sort of testbed for isometric map display and client-server communication. I'm new to lua and love2d so this is mostly a training project for me.
first_light_l.jpg
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In soviet russia, code debugs you.

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

Post by Jimanzium » Mon May 18, 2020 2:51 am

Not the best quality recording but I have been working on a side-scrolling shooter. You can see a draft of the first cut-scene and first few levels below.


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

Post by duaner » Fri May 29, 2020 12:20 am

A baby roguelike.
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