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little shooter game

edited February 2013 in General Posts: 26

Posted some progress videos of game I'm making to learn lua and codea.

Uses some of the new features, shaders and tweens.

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Comments

  • SimeonSimeon Admin Mod
    Posts: 5,417

    Wow that looks fantastic. Brilliant work. We'll have to get moving on the runtime update so you can export it to a native app, I'd buy it!

  • Posts: 69

    Fantastic, awesome... Love to see this in AppStore

  • Thanks. :) I was trying to make a game like SYNSO.
    http://bagfullofwrong.co.uk/bagfullofwords/
    You'll see that all of the graphics were from that game. He's made them available on his site.

    I wish I could get that crazy glowing bloom look. (I'm using additive blending on parts but it's now glowing enough) I'm guessing it could be done with the shaders but apart from using the preset ones I haven't delved into shader programming. Would also love a distortion ripple that I could make follow the ship that disrupts the background like geometry wars, but once again need to learn some shader programming.

    thanks again for the kind words. I don't have a mac so appstore is not possible for me.

  • edited February 2013 Posts: 69

    you dont need a mac get yourself VMware workstation 9 and a copy of the newest ios and your good to go

    also Reyals look at this http://glsl.heroku.com/e#6687.0 maybe you can find out how to make that crazy glow you want with it

  • Yeah warox that looks like it would work. I'm still trying to wrap my head around how these shaders work.

  • Having problems figuring out that shader.
    Getting black preview


    // // A basic fragment shader // //Default precision qualifier precision highp float; //This represents the current texture on the mesh uniform lowp sampler2D texture; //The interpolated vertex color for this fragment varying lowp vec4 vColor; //The interpolated texture coordinate for this fragment varying highp vec2 vTexCoord; // unsure how I should be using resolution // I've binded it to 1.0,1.0 10.0,10.0 100.0,100.0 with no luck uniform vec2 resolution; float rect(vec2 p, vec2 b, float smooth) { vec2 v = abs(p) - b; float d = length(max(v,0.0)); return 1.0-pow(d,smooth); } void main() { vec2 unipos = (gl_FragCoord.xy / resolution); vec2 pos = unipos*2.0-1.0; pos.x *= resolution.x/resolution.y; // example shows this float d1 = rect(pos - vec2(0.0,0.0), vec2(0.3,0.3), 0.2); // I should be doing something like this // really unsure about that second parameter it's // suppose to represent I guess the size of the color //float d1 = rect(pos - vTexCoord, vec2(0.1,0.1), 0.2) //Sample the texture at the interpolated coordinate lowp vec4 col = texture2D( texture, vTexCoord ); // this is how the example shows it vec3 clr1 = vec3(0.0,1.0,1.0) * d1 ; // here's what I think I should be doing // vec3 clr1 = vec3(col) * d1; //Set the output color to the texture color gl_FragColor = vec4(clr1,1.0); }
  • Well I couldn't figure that one out. However, I modified the default blur shader by adding a glow parameter and multiplying that to the color that's returned from the fragment shader.

  • Posts: 139

    U have code for this

  • Posts: 69

    @Reyals123 yh im also trying to wrap my head around shaders >.<

  • Posts: 2,820

    Any update on this?

  • Posts: 391

    @Reyals123, Wonderful game! When you die it reminds me of megaman :D

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