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

Posted: Wed Mar 09, 2011 11:12 pm
by Lap
Crying because this image uses about a hundred mb of ram when I load it in Love.
Fn75f.gif
Fn75f.gif (1.48 MiB) Viewed 715 times
Having to severely downsize such an epic piece of game art makes my heart sad.

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

Posted: Thu Mar 10, 2011 9:44 am
by BlackBulletIV
Is that a problem with Love? How would other games do it?

By the way, nice art!

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

Posted: Thu Mar 10, 2011 10:46 am
by nevon
BlackBulletIV wrote:Is that a problem with Love? How would other games do it?
They would probably load a 3d model and rotate it. But since Löve is 2d, you can't do that here.

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

Posted: Thu Mar 10, 2011 10:10 pm
by BlackBulletIV
Ah.... gotcha. Yeah, it'd just be a single texture and a sphere, rather than a 100+ frame sprite.

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

Posted: Thu Mar 10, 2011 10:13 pm
by tentus
You can lop a quarter meg off the filesize by simply going down to PO2 image dimensions, which you'll definitely want to do anyway. (256 as opposed to 300).

Other that that, you need to start making compromises. What I would do is make a rectangular image of the planet surface, distort it line-by-line to create a equatorial bulge, and then pan the distorted image behind a black cover. You will loose a lot of the details provided by spinning an actual sphere, particularly on the "dark side", but it'll eat a fraction of the memory.

The way that most 2d engines fake 3d objects is to cut corners artistically. Spheres repeat every 8th of a rotation, complex objects are just three flat images positioned relative to each other, stuff like that. Avoiding compromises takes a ton of work.

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

Posted: Wed Mar 23, 2011 10:18 pm
by IdahoEv
My girlfriend and I are working on the 2d proof-of-concept for a game that, if it goes anywhere, will be something like a 3D DwarfFortress in space. Mine/disassemble planets and asteroids, build megastructures (orbital habitats! beanstalks! halos! niven rings!) , defend your system from marauding aliens, etc.

So far we're just learning Lua and Love, and enjoying making a 2D orrery.

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

Posted: Wed Mar 23, 2011 10:49 pm
by SoggyWaffles
I'm working on sort of post-apocalyptic survival game. No real point other than to last as long as you can. Hopefully it will be a huge world to explore and what not, but being that I am not at all any good at programing its just a pipe dream. :P BUT there will be (hopefully, maybe) mutants to contend with, buildings to explore, gear to repair or make or find, structures to build and be placed where ever. Right now it's less post-apocalyptic and more gameboy RPG... any one wanna graphics project? :ehem:

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

Posted: Wed Mar 23, 2011 11:02 pm
by BlackBulletIV
Grace alpha 5 (been in the works for over a month a half). Currently working on a small little game to make sure it works without crashing.

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

Posted: Fri Mar 25, 2011 3:14 pm
by LuaWeaver
Connect 4! :3

But I have an error in mai code...

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

Posted: Wed Mar 30, 2011 7:30 am
by ivan
For the past 7-8 months I've been working on a run-and-gun platformer called 8-Bit Commando (see my sig) although I should mention that I'm NOT using Love2D.
I'm pretty psyched since I have to make about one more level and it will be finished.
So ya, just a few more weeks and I can start working on something new for a change. :)