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

Posted: Fri Dec 03, 2010 6:06 pm
by tentus
kikito wrote:
Ryne wrote:Would I Ever!
I'm not familiar enough with that English expression. I can detect some emphasis, but I'm not sure it is positive or negative.
It's positive. It started out as a negative a long time ago ("Would I ever betray you?"), but turned sarcastic, and is now generally voiced with enthusiasm. Isn't english fun?

I'm currently working on Kurosuke, a weird little platformer that I need feedback on. In real life I am trying to train my interns for the upcoming year, so I can go back to college to finish my BA without worrying about the company.
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Re: What's everyone working on? (tigsource inspired)

Posted: Fri Dec 03, 2010 9:23 pm
by Robin
This is the game I'm currently working on:
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Aw, shit.

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

Posted: Fri Dec 03, 2010 9:28 pm
by Ryne
Robin wrote:This is the game I'm currently working on:
Aw, shit.
Damn it, I was like... "omg, super srs game right here mang", then you f*cked me. I won't forgive you for this betrayal.

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

Posted: Fri Dec 03, 2010 11:27 pm
by zac352
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I just made my second physibots icon. :p
The last one didn't look so cool when 16x16... :roll:

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

Posted: Sat Dec 04, 2010 5:31 am
by ZenX2
I've been working on my Grid engine.
I just made inventories, so have a picture of a chest with malicious ham inside.
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Re: What's everyone working on? (tigsource inspired)

Posted: Sat Dec 04, 2010 2:41 pm
by Ryne
ZenX2 wrote:I've been working on my Grid engine.
I just made inventories, so have a picture of a chest with malicious ham inside.
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It's looking good :)

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

Posted: Sat Dec 04, 2010 6:29 pm
by Robin
ZenX2 wrote:I've been working on my Grid engine.
Is it a bit less slow now?

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

Posted: Sat Dec 04, 2010 8:38 pm
by ZenX2
Very much so. I think it has to do with drawing each pixel as a rectangle (the only was, as far as I'm aware), which is why lights were troublesome with their 50 odd pixels draw every frame, so every light hit you with a 20 fps drop. I've been meaning to add code that skips drawing pixels out of the grid. As for the drawing system, it's not that every pixel has a set color that you set, instead each SetPixel tells the engine to draw the specified color at the position, in addition to anything else there.

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

Posted: Sat Dec 04, 2010 11:33 pm
by kikito
Hey ZenX2, I've got an idea for improving your engine's performance.

Instead of drawing your 'tiles' as rectangles on the screen, you could instead use an imageData. Each 'tile' could be drawn on the image with setPixel. Once you have finished drawing all the tiny pixels on the imageData, you can draw the imageData so it covers all the screen ("stretching" it). There is a chance that this will be faster than what you are doing.

I remember there was a way to tell LÖVE to use 'sharp edges' so the pixels don't get blurred when zoomed.

I could be completely wrong, though - for example, if your game's bottleneck isn't the rendering itself.

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

Posted: Sat Dec 04, 2010 11:36 pm
by VideroBoy
Many of you already know about these, but...

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