What's everyone working on? (tigsource inspired)

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

Post by drunken_munki » Sun Jul 01, 2018 10:37 am

Been working on the 'Steamworks' API and a Lua library for it, hit a brick wall with the 'callback' system that Volvo use for most of the functionality.

Apparently there might have been some progress in the ffi side of things, where you can register a c callback to trigger a Lua function, but I couldn't understand any of it; decided to put this down for now.

So then I installed Visual Studio and got my hands dirty.

Been learning me some c++ (finally?), managed to make a command line application that links to the API and I've implemented tools to create workshop items and upload files/data etc.

I've also made a 'mod manager' tool as a LOVE project that sends requests to this command line tool to publish mods, un-subscribe / etc and it provides a visual interface to managing mods. Might seem a little clunky for now but at least it works. Maybe I should have just gone all the way and done it all in c++, who knows.

Is this kind of command line util useful for anyone, should I share this with a user guide? Or perhaps just a cheat-sheet on using the Steamworks API in c++?.

So far I have a win64 binary, but can look into sharing the source (might be tricky though since the steam stuff is under NDA).

Ta.

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Tjakka5
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Re: What's everyone working on? (tigsource inspired)

Post by Tjakka5 » Sun Jul 08, 2018 1:44 pm

Working on remaking Lovox with Positive07 using the new 11.2 features.
So far we're setting up the vertices in a mesh using FFI structs, and we also got depth testing working.
gA1s9VX.gif
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EDIT: Oh and if anybody is interested, the source code can be found here!
Check out my portfolio: http://tjakka5.sorunome.de/

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

Post by Nelvin » Thu Jul 12, 2018 6:02 pm

Working on a city builder ... and having a shitload load of fun doing so ...

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Astorek86
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Re: What's everyone working on? (tigsource inspired)

Post by Astorek86 » Fri Jul 13, 2018 11:00 pm

Spent a few hours to program some kind of a "Menu-Engine", that works with Mouse and Keyboard:

Image

The Game using this Menu does not exist at the moment, but I'm working on it^^.

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

Post by MissDanish » Tue Jul 17, 2018 11:47 pm

SirRanjid wrote:
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.
That does looks nice but I am not that familiar with shaders, whenever I do get more familiar with shaders I might look into doing that but it's not a priority right now
Smol programmer :neko:

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

Post by Duck Duckinson » Thu Jul 26, 2018 4:25 pm

Working on my github site.
On Löve2D, I was building the basic game mechanics for my future games. I'm building using the Entity-Component-System but I'm new on gamedev and it's taking some time for me to get used to it.
Also, I was studying Krita since I'll need some Game Art. I already am a pretty decent user of Inkscape.
Next step: Study LMMS to make my game music (I know s *** about music).

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D0NM
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Re: What's everyone working on? (tigsource inspired)

Post by D0NM » Tue Jul 31, 2018 8:17 pm

Sup guys and gals!

Now testing Rick's offensive special attack.
Our LÖVE Gamedev blog Zabuyaki (an open source retro beat 'em up game). Follow @Zabuyaki.
Twitter @FaMeSoft / GP32 Free Platformer: SUPER PLUSHA
:joker: LÖVE & Lua Video Lessons in Russian / Видео уроки по LÖVE и Lua :joker:

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

Post by Jasoco » Wed Aug 15, 2018 4:16 am

how did this get here im not good with computer



It's quite simple right now. Well it's complex, but it's simple. A lot doesn't work. The menus are for show. The buttons on the titlebars are not functional. There's no app system. The file system is simple, but it is physical right now. But what you see in the "folder" view is just a list of the folders at the "root" of the fake hard drive.

Taking inspiration from classic Mac OS System 7. Originally I had a minimize system but it didn't work right so I made it window shade instead. I might implement a Windows 3.1 style minimize feature though where windows minimize to icons. (No status bar. Just icons on the desktop) I also need to put a working drag and drop file system. (Though Löve doesn't have a way to move a file, does it?)

I just want to make it as close to the original as I can just for the hell of it. But who knows if I'll just drop it. Whatever.

Edit: And here's what it looks like today. lol
Image

I call it CarrotOS. And I threw that little tiny logo together in 5 seconds and I kind of love it. Looks like a carrot to me. lol Will need a bigger carrot for the splash screen though... wait, I already drew one years ago. Now where in my Löve projects folder can it be...

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

Post by MadByte » Fri Aug 17, 2018 10:13 pm

Finally made some progress with in-game and editor UI element variations for my Space Taxi remake!
Also had time to improve and clean up some sprites. Next art tasks: Clean up and the first (default) tileset.
Image
Last edited by MadByte on Mon Sep 03, 2018 3:36 pm, edited 1 time in total.

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

Post by Alexar » Mon Sep 03, 2018 9:20 am

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