I've been thinking about asking someone to make me some avatar items, but never did because I expect it would end up becoming very expensive real quick.
I've been thinking about asking someone to make me some avatar items, but never did because I expect it would end up becoming very expensive real quick.
Added silhouette support to my engine. Silhouettes can be semi-transparent and stencil testing prevents multiple semi-transparent silhouettes from darkening each other when overlapped.
#love2d #gamedev
I believe it should now be playable again! Thanks for letting me know
Working on a 3d particle editor! #love2d #gamedev
Finally getting back into working on gameplay after 4 months of engine upgrades. Currently setting up a better test map.
I suppose this is also the first footage on here that includes wind trails and foliage sway. π
#love2d #gamedev
He's going to turn water into wine and then get sued by Big Alcoholβ’ for tanking their stock value.
Rare double post! Also reworked some of my particle emitter logic to support rotating whole emitters, including any particles that are already emitted. #love2d
Upgraded my renderer's lighting system to allow for more vibrant colors - at the cost of requiring more manual tuning.
Ah, I always thought the bare minimum was "mouth", "ears", "quiet environment", "no language barrier" and "not falling asleep midway through"
Been a bit since I shared progress on my renderer.
Spent a while implementing a shader for water/waterfalls and other liquids, improving the shading on foliage, optimizing performance and building a better pipeline for exporting maps from Blender to Love2d. #love2d
Thanks for clarifying, I thought you were turning down the master volume in your settings when I tried to talk to you. Good to know you were instead simply counting on my ability to fend off surprise encounters while you recharged.
Love seeing the progress Dan. You're making me curious though. Do you have a specific end goal in mind for this project? A game? A blog post? Or wherever the wind takes you?
Implemented spritesheet functionality into my particle shader & blending to handle semi-transparent particles.
You know you're too deep into debugging your code if you're happy to see your program change from crashing to freezing.
Finally added card info & made it possible to play the cards.
More progress on turn-based battle prototype. Units can now move around and attack. Cards are next on the to-do list.
Overworld -> battle transition concept. Next up: being able to select & move units, and play cards on them.
Prototyping a card system
Working on improving scene management. Generalized the process to make it easier to program scene switches in UI or through in-scene triggers.
Starting to look more and more like an actual engine.
What did you use to create the soft shadows?
And when your camera zooms in on it you can hear a faint sizzling.
Experimenting with an art-style that could fit in with the 3d renderer I wrote in #love2d. Had to rework my Blender plugin to export scenes from Blender into my Love2d projects. Definitely worth it though.
Implemented real-time shadow maps and bloom into my #love2d 3d renderer. Performance is surprisingly good given how I botched the code.
Quick and simple burning effect shader written in #love2d using a noise image as a mask.
Been playing around with #love2d a lot recently. Created a prototype for loading & unloading rooms with basic character movement, collisions, questionable click-to-move pathfinding and a simple transition UI.
A lil' splash screen I made. #love2d
Reworking my portfolio website to show off some of my recent work. Super happy with this format, especially the interactive 3d asset viewer.
We also went over phong shading and such when I was still in uni, but I decided in this case to not add any specular lighting as I don't feel it would match the style I want to go for.
In my off-time I've been learning more about how 3d rendering works and wrote a little renderer from scratch in Love2D. It supports meshes, textures, particles, basic diffuse lighting and ambient occlusion!
Hoping to expand this more in the future.
Some stuff I recently made for Paint Punks that weren't worth a dedicated post:
1. A simple skill rating system with global leaderboards.
2. Daily log-in rewards that adapt to the player's own timezone.
3. Indicators that show where incoming shots is coming from.
4. Assists on enemies.