What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
Party member
Posts: 133
Joined: Tue Mar 29, 2011 11:05 pm

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).


User avatar
Party member
Posts: 234
Joined: Thu Dec 26, 2013 12:17 pm

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 (543.27 KiB) Viewed 500 times
EDIT: Oh and if anybody is interested, the source code can be found here!
Check out my portfolio: http://tjakka5.sorunome.de/

Posts: 34
Joined: Mon Sep 12, 2016 7:52 am

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 ...

promogif-farm.gif (14.24 MiB) Viewed 357 times

Posts: 3
Joined: Fri Jul 13, 2018 7:35 pm

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:


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

User avatar
Posts: 16
Joined: Wed Mar 07, 2018 11:21 pm
Location: Denmark

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:

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests