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lume's Introduction

hi! ✨

i'm eri, welcome to my github profile

highlighted projects


fresa: tiny game engine (vk, gl, web)

tofu: tiny opengl renderer

dotfiles: sway dots

remie: a conversation game

charon: a traffic management game

monopoly: cli app

where to find me

linkedin github github email itch.io

lume's People

Contributors

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Watchers

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lume's Issues

0.1.11 Editor

Entities

  • Display components
  • Add components
  • Remove components
  • ImGui wrappers (needs cleaning)
  • Save scene
  • Save components
  • Add entities
  • Remove entities

Tilemap editor

  • Window to scene coordinates
  • Place and remove tiles
  • Multiple tiles
  • Save tilemap

Other

  • Render collision boxes

Component GUI

  • Collider
  • Texture
  • Tilemap
  • Animation
  • Actor (needs controller)
  • Light
  • Camera
  • Fire (change fire data size)
  • Scene transition
  • Player

Serialization save

  • Collider
  • Texture
  • Animation
  • Tilemap
  • Actor
  • Light
  • Camera
  • Fire
  • Scene transition
  • Player

0.1.5 Fixes and State Machine

  • General bug fixes and pointer errors (EXC_BAD_ACCESS)
  • Game speed
  • Refactoring and import cleanup
  • Arrays and Static Strings
  • State Machine
  • Transition Tables
  • Define State Machines

0.1.12b Smooth Camera

  • Camera has int pos and extra remainder
  • Fix lookahead and only move in timesteps
  • New distance pull effect
  • Variable timestep depending on the max velocity of the object the camera is tracking, makes it super smooth and prevents jitter
  • Override if the user is riding platforms
  • Make it 2D (now it only has x movement)
  • When the player it's on a platform, it still has the tiniest jitter sometimes

0.2.1 Small Tweaks

  • Tilemap saves edited levels
  • Collider transform for texture
  • Temporarily fixed player and checkpoint light placement
  • Fix scene transition relying on player exisiting
  • Modular state machines, actor no longer relies on player
  • Moved base components to external library (mango)
  • State machine for checkpoints
  • Render light separately
  • Add some light parameters

0.1.14 Tiny Things

  • Variant components and add them in the GUI
  • Improved palette handling
  • Changed AABB collision
  • Moving platform inertia
  • Fixed going down on platform
  • Serialization save
  • Camera fix

0.1.3 Serialization

  • YAML Support
  • Scene Loading
  • Player Loading

Serialization is a key part of any game. Here it will be used for loading and saving scenes, saving the game, animations... I decided to go with YAML because it looks pretty :3
During this update I also did a few major things:

  • Vec2 and Rect2 now have different int and float versions.
  • Added an animation component, that will need to be expanded in the future.

Future serialization will need more steps, some of them might be:

  • Saving the game
  • Saving the state of a scene in game
  • Scene changes and cross-scene data
  • Level editor (and tilemap)
  • Animation serialization
  • ImGui editing of serialized files

0.1 Cocoon 🌷

  • 0.1.1 Fresa #28
  • 0.1.2 New Rendering Pipeline #29
  • 0.1.3 Serialization #30
  • 0.1.4 Procedural Animation #32
  • 0.1.5 Fixes and State Machine #33
  • 0.1.6 Scene Transitions #31
  • 0.1.7 Water #22
  • 0.1.8 State and Animation #34
  • 0.1.9 Web #35
  • 0.1.10 Light #23
  • 0.1.11 Editor #36
  • 0.1.12 Platforms #21
  • 0.1.12b Camera #37
  • 0.1.13 Text #38
  • 0.1.14 Tiny Things #39
  • 0.1.15 Vulkan #40

After this stage is done, release a playtest version of the first levels and mechanics before adding enemies to test how everything goes, the feel, what works and what doesn't, and to balance everything out.

0.1.6 Scene Transitions

  • Active Scene in Config
  • Change Scene
  • Scene change component
  • Scene transition helper
  • Instantiate player in new scene and delete it in previous one (keep momentum, attributes, etc.., new position)
  • Player component
  • Load scenes and transitions
  • Generate map?

Also

  • Tilemaps with different tiles
  • Collision mask

0.1.4 Procedural Animation

Flame

  • Flame component
  • Procedurally animated flame
  • White and perlin noise generation
  • Multiple textures and depth
  • Merge with sprite (eyes in front)
  • Flame particles
    Scarf
  • Procedurally generated line

0.1.x Wall Jump

  • Check collisions with wall when pressing jump on air
  • Collision masks (for different types of collisions)
  • Jump away
  • Jump up (only once)
  • Fall if can't jump (maybe later)

0.0.12 Camera

  • Camera (View matrix)
  • Follow player
  • Lookahead X
  • Smooth camera (Sebastian Lague)
  • Scene bounds
  • Render only in camera
  • Subpixel camera

Other

  • Big tilemap performance optimization

0.0.10 Renderer

  • Create OpenGL Context
  • Basic Rendering
  • Texture Rendering
  • Flip Sprite
  • Animation Support
  • Tilemap Rendering
  • tex_id, tex_size filled automatically
  • Render to Framebuffer
  • Recreate Palette Shader
  • Recreate Border Effect
  • Recreate Light Shader
  • Multiple Light Sources
  • Smooth Min for Light
  • ImGUI
  • GUI on top of Shaders
  • Fix 0.001 in texture
  • Deprecate SDL Renderer

Other

  • Improved FPS counter
  • Performance test
  • GUI: Settings
  • Render Collision Boxes

0.1.12 Platforms

  • Jump from below
  • Fall when pressing down
  • Moving platforms
  • Falling platforms
  • Disintegrating platforms (sand)
  • Switch platform
  • Two layers for platforms, solid and transparent
  • Platform sprite
  • Player can fall through 7 blocks

0.1.8 State and Animation

  • Player Move SM
  • Player Jump SM
  • Controller Move SM Implementation
  • Controller Jump SM Implementation
  • Animations linked to state
  • Fix walk animation when falling 1 block
  • Player GUI
  • Player Respawn SM
  • Animation variable FPS
  • Timers
  • Animation queuing and waiting

0.1.13 Text

  • Inluded stb font
  • Load true type fonts
  • Text component
  • Font shader
  • Render fonts!
  • Text colors and render modes
  • Text serialization

0.1.10 Light

  • Light decreases with time
  • Fix lights when changing scenes
  • Scene change broke with animation, fix
  • Move back fire offsets to player and clean
  • Death when light reaches 0
  • Fix lookahead and smooth cam
  • Checkpoins
  • Death SM
  • Respawn saving stats

0.1.2 New Rendering Pipeline

  • Low res render (pixel perfect)
  • Postprocessing (low res too)
  • Camera (enlarge and smooth movement)
  • Window (center and background)
    The new rendering pipeline is much more robust, it allows for pixel perfect graphics while still having a smooth camera movement (next-gen pixel art). Also, all the projection matrices were written again and now they make some sense.

0.1.7 Water

  • Player death (basic respawn)
  • Spawn point
  • Chose closest spawn point
  • Active spawn points
  • Fire dies out when you die, the player moves away from the water on touch
  • Change color palettes
  • Water collision layer
  • Water sprite (and maybe animation)

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