What's everyone working on? (tigsource inspired)

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

Post by Lap »

Bmelts arc function is sexy stuff. Used it to represent varying faction strengths on a planet.
DfQrL.png
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meoiswa
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Re: What's everyone working on? (tigsource inspired)

Post by meoiswa »

Those look pretty nice :o
How do you make them? (As in, what love.graphics shape, if any, are you using?) Polylines?
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timmeh42
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Re: What's everyone working on? (tigsource inspired)

Post by timmeh42 »

Procedural trees - trying to get them to have some degree of randomness, but also need to save the angle values for every branch - bit of a dilemma. Also, drawing hundreds of images just for one tree is highly inefficient - that's the fps in the corner there.

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

Post by Lap »

timmeh42 wrote:that's the fps in the corner there.
Framebuffer/canvas that whole tree.
meoiswa wrote:Those look pretty nice :o
How do you make them? (As in, what love.graphics shape, if any, are you using?) Polylines?
https://love2d.org/wiki/love.graphics.arc Love 0.8.0 only.
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timmeh42
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Re: What's everyone working on? (tigsource inspired)

Post by timmeh42 »

Lap wrote:Framebuffer/canvas that whole tree.
Can't. The tree has to dynamically react to wind, etc., which means that if I stick it into one image, "wind" would involve it shearing or rotating, which will look terrible.

What I will do, though, is reduce its size and the number of iterations it goes through, as well as draw simple lines for the thinner branches that get mostly hidden by leaves.

EDIT: also, anyone have suggestions to make it more realistic?
EDIT2: Just realised how much of a mess my code is. That's what comes of experimenting. This could take some time...
Last edited by timmeh42 on Wed Mar 28, 2012 4:49 pm, edited 2 times in total.
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Robin
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Re: What's everyone working on? (tigsource inspired)

Post by Robin »

timmeh42 wrote:EDIT: also, anyone have suggestions to make it more realistic?
Differ the length at which there is a leaf. It seems right now they all appear at the same length, following the stem and branches.
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AaronWizard
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Re: What's everyone working on? (tigsource inspired)

Post by AaronWizard »

Shootron
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To-Do:
  • Start screen
  • Win condition/level transition
  • Monsters
  • Bullets
  • Power-ups
  • Sound and music
  • More creative name?
Averice
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Re: What's everyone working on? (tigsource inspired)

Post by Averice »

In the process of making an Isometric RPG Framework/Engine, I've got States and Hooks and GUI's etc down and done, In the process of making an In-game isometric map editor which you would access by typing open_worldeditor in the in-game console.

What's a waywo post without pictures?:

Current prototype of in-game editor, don't have block placing yet or drawing but it will come ( So far just basic menu layout / search bars )
Image

And the in-game console:
Image

You've probably noticed the GUI / Console is "Source Engine" inspired.. But I scripted stuff in garrysmod for quiet a while and I haven't let go of that feel yet.
(GUI look/colors are changeable with 1 line, the grey is just default.)
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Re: What's everyone working on? (tigsource inspired)

Post by coffee »

Averice wrote:In the process of making an Isometric RPG Framework/Engine, I've got States and Hooks and GUI's etc down and done, In the process of making an In-game isometric map editor which you would access by typing open_worldeditor in the in-game console.
...
You've probably noticed the GUI / Console is "Source Engine" inspired.. But I scripted stuff in garrysmod for quiet a while and I haven't let go of that feel yet.
(GUI look/colors are changeable with 1 line, the grey is just default.)
Very impressive. Looking forward to see more of that. The UI for now seem good :)
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Re: What's everyone working on? (tigsource inspired)

Post by Averice »

Slow progress lately, but finally got grid and tile selection finished.

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