Page 157 of 182
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Sep 20, 2017 7:13 pm
by megalukes
I've been coding a Mega Man fangame for a while. I'm happy I finally made sloped tiles work.

- mm.gif (738.91 KiB) Viewed 10276 times
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Sep 27, 2017 3:26 pm
by nikneym
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Sep 30, 2017 4:50 pm
by MadByte
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Oct 02, 2017 11:11 am
by f483
Started working on 'Micro Offensive' think SHUMP vs RTS
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Oct 27, 2017 4:19 am
by Stumphead
I've been working on this Contra inspired side scroller for a while now, here's a new enemy I added this week

- podEnemy.gif (737.84 KiB) Viewed 9729 times
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Oct 27, 2017 6:45 pm
by KayleMaster

Working on isometric shadows.
Definitely looks awesome, but I still don't know how practical it's gonna be in order to keep them.
These are rectangular walls after all, with buildings and weird shapes (and moving objects) I'd have a lot of work, but in the end it will be worth it I think.
It's an isometric RTS I'm working on similar to Stronghold
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Oct 28, 2017 9:48 pm
by MrFariator
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Oct 30, 2017 10:57 am
by tio
MrFariator wrote: ↑Sat Oct 28, 2017 9:48 pm
Did a HUD this week now that my university obligations are not as bad for the rest of the semester.
Cool stuff.
Man, this is awesome!
Re: What's everyone working on? (tigsource inspired)
Posted: Mon Nov 06, 2017 2:16 pm
by HDPLocust
Hmm. Lua-Steam dll/so library.
https://bitbucket.org/MainTomato/steampower (develop branch)
Now looks like this, on 0.3v.
load image from steamworks example
I tried to writing FFI-bindings, but it has some troubles with steam_callbacks, and i need c++ OOP to make it: some things, like lobby/connection events cannot been created without steam_callbacks, so I want full access to all steam stuff. Final version must have nice friends/lobby/matchmaking interface, as set of steam_api/steamPower dll's + bunch of lua-objects for love/corona/defold engines, and just
for linking your love-app to steam (without engine modifications, always last love/corona/defold version, no compilers etc).
I trying to make full steamworks binding, so
steamworks documectation is actual for this.
Structs as tables, without type-prefix but may contain additional info, for example,
this function on steamworks transforms to:
Code: Select all
inGame, GameInfo = steam.friends.GetFriendGamePlayed('123456789012345') -- SteamID as string
-- where
-- inGame -> true
-- GameInfo -> {
-- AppID = '480',
-- GameIP = 0xAABBCCDD,
-- GamePort = 12345,
-- QuerryPort = 12346,
-- IDLobby = '123456789012345',
-- GameIPString = '127.0.0.1', -- additional info
--}
Re: What's everyone working on? (tigsource inspired)
Posted: Wed Nov 08, 2017 10:50 am
by incognito_mage
99/100 - Metacritic
Truly revolutionary - IGN
I stayed up all night yesterday trying to get SpriteBatches working, and it turned out I wasn't calling love.graphics.draw.
I'm getting 300 fps drawing 10K 32x32 sprites every frame on a gtx 1050, so 3 million sprites per second. Do these numbers make sense or am I completely messing up something and I should be getting something like 3000 fps?