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Penumbra Showcase [show us your creation(s)!]

Open BlizzCrafter opened this issue 7 years ago • 13 comments

Hello ladies and gentlemen!

This "Issue"-page is only for showcasing your projects, which are including the Penumbra lighting system.

We thought it would be awesome to have a list of games using Penumbra to get inspiration or just enjoying to see what people do with it.

It doesn't matter if your project is small or big - just show us what you've got! It also doesn't matter if you are just starting or if the project is already a longer time in development.

Use the following template to submit your project:

Project Title Project Website (if you have one - can also be your twitter site for example) Your IndieDB site (if you have one)

Then add 1 or 2 screenshots of your project, which are showing Penumbra in action. Alternatively you can add a link to a YouTube video (or other video-sharing websites).

After that you can:

Make a small description what your project is all about.

  • If you want to update your project, then please don't create a new comment. Just edit your old comment.
  • It is also allowed to post more than 1 project.

I will add my own projects to this list as soon as I have my materials ready ;)

Have fun using Penumbra and showing us your creations!

Note: I asked the creator of Penumbra (@discosultan) for permission to open an issue as a showcasing place.

BlizzCrafter avatar Mar 26 '17 14:03 BlizzCrafter

Title: Penumbra Physics Link: GitHub Sample

penumbraphysics

This project is in the Penumbra master branch in the samples folder and it shows how you could create a complex body from a sprite using the Farseer Physics Engine and add it to the Penumbra Component as a Hull.

I created this project as a "proof of concept" for my main project. Penumbra should be able to work together with the Farseer Physics Engine - and it worked! The reason for this was, that I ported my main project from MonoGame 3.2 to MonoGame 3.5 and shortly after that to MonoGame 3.6. These are over 5.000 commits in the MonoGame Repo, which changed quite alot. It was necessary to exchange critical engine parts like my old lighting engine. I found Penumbra and began to work...

Currently I'm working on the integration of Penumbra into my main project. I will post my main project here as soon as I have my material ready for that ;)

BlizzCrafter avatar Mar 26 '17 14:03 BlizzCrafter

{ Placeholder for my second project }

BlizzCrafter avatar Mar 26 '17 14:03 BlizzCrafter

Well, let's start showcasing games then ;)

The game is Red Aleph. You can find it on Gamejolt.

Red Aleph an arcade arena-shooter, it is quite challenging and your only goal is to survive and maximize your score ! I developped it last year with only my brother and we used various libraries to help us, including Penumbra to give more credibility and eye-appeal to our simple sprites.

Enjoy theses screenshots :

redaleph_1 redaleph_3

We are currently developping a sequel where Penumbra will, again, help us make our poor-graphisms skill look more beautiful, we'll be sharing it as soon as we're ready to show our next game to the world ;)

DelvalletQuentin avatar Mar 26 '17 15:03 DelvalletQuentin

Thanks for sharing your project, it looks nice and interesting! :)

I remember seeing it somewhere. I believe I saw it on Twitter. Would be nice to also see your sequel here if you have something to show. Keep it up!

BlizzCrafter avatar Mar 26 '17 15:03 BlizzCrafter

Title: PenumbraPhysics.Editor Link: GitHub Link: MonoGame Community

YouTube Video Watch the video on YouTube by clicking on the image!

I'm currently working on an editor for my main project and decided to build up a small test environment in a Windows Forms project. The result is a compound of WindowsForms, MonoGame, FarseerPhysics and Penumbra and it shows the possibility of creating something like an editor inside a windows forms control using the above mentioned framework and (modified) libraries.

Quick overview about the changes I made in the PenumbraComponent.cs:

Original Modified Addition
Line19 Line23 GraphicsDeviceControl
Line31 Line36
Line100 Line137

This made it possible to draw Penumbra inside a WindowsForms control, so it's usable in an editor environment.

PS: I don't forgot to change my second placeholder here. The PenumbraPhysics.Editor is my third project using Penumbra. My second project is my main project. I will show something about it here soon.

BlizzCrafter avatar May 08 '17 14:05 BlizzCrafter

@sqrMin1 Really cool, good job with the editor and thanks for sharing!

discosultan avatar May 08 '17 21:05 discosultan

Title : REPTOMOM Page: http://facebook.com/Reptomom

Here's a livestream I did on Twitch a while back: click for video

Reptomom is an 80s-styled platfomer that I hope to commercially release one day.

When I was looking for XNA/Monogame-based lighting engines, I couldn't have asked for a better find than Penumbra. I had already built my game on the Microsoft Platformer project, which is none other than the example project for the engine... talk about catching a break! I've been really happy with the results, and I hope to make much more use of the lighting in the rest of my game.

ktastrophe avatar Jun 07 '17 16:06 ktastrophe

Title: Rogue Engine Editor Link: MonoGame Community

YouTube Video Watch the video on YouTube by clicking on the image! (Don't forget to watch in 1080p @ 60 fps!)

I create the Rogue Engine Editor for my main project "Caasi's Odyssey", which is a Rogue Adventure and which becomes available on the Steam platform.

The goal of this editor is to maximize the mod support of the game.

What do I mainly use to achieve this editor?

  • MonoGame.Framework (rendering and updating)
  • MonoGame.Framework.Content.Pipeline (content compilation)
  • Windows Forms (UI and basic functionality (yes, it's not WPF))
  • Penumbra (of course)
  • Farseer Physics Engine (physics system)
  • RogueEngine.ContentPipeline (custom content importers / processors / readers and writers for things like animations)
  • Newtonsoft.Json (serializing / deserializing editor / project data and preparing game objects inside the content pipeline of the Rogue Engine)
  • WeifenLuo.WinFormsUI.Docking (DockPanel suit - advanced UI)

BlizzCrafter avatar Sep 23 '17 19:09 BlizzCrafter

Development on Reptomom is still chugging along.

For those interested, here's a link to a Playable Demo

Please be lenient in your judgments :) Still giving it my best shot.

ktastrophe avatar Oct 23 '18 14:10 ktastrophe

@ktastrophe Super cool to see that you are still working on your game! Best of luck! 🐱‍🐉

discosultan avatar Oct 25 '18 15:10 discosultan

@ktastrophe Do you have a twitter account? I'm not using Facebook, but I would love to follow your development progress.

And as @discosultan said: Best of luck to you! And nice to see that you are still on on it :)

BlizzCrafter avatar Oct 25 '18 16:10 BlizzCrafter

@ktastrophe Do you have a twitter account? I'm not using Facebook, but I would love to follow your development progress.

And as @discosultan said: Best of luck to you! And nice to see that you are still on on it :)

I don't put my updates on Twitter nearly as often as I should. Are you able to see the FB page at all? It's public. It's not my favourite platform, either, but it's kind of convenient for when I want to write a wordier post. :jack_o_lantern:

ktastrophe avatar Oct 28 '18 02:10 ktastrophe

@ktastrophe Yes, your FB page is visible for me.

Don't wory I just subscribed to your YouTube channel. This is also fine 👍

BlizzCrafter avatar Oct 28 '18 11:10 BlizzCrafter