Author Topic: One Game A Month  (Read 4258 times)

one does not simply teach a man to create a game


Lol, this game has absolutely no potential.
if you added stuff like, points for how long you go, gradual speed increase, crazier obstacles, perhaps also making the jump height depend on how long you hold the button

it could be fun

points for how long you go, gradual speed increase, crazier obstacles
I already planned on how long you go and speed increments. I just need to be more creative on the obstacles.

perhaps also making the jump height depend on how long you hold the button
So far in the engine's current state, it's unable to determine how long a button is held. DirectInput is just hard to work with and my custom "StandardKeyboard" class is more for UIs instead of game controls.

gradual speed increase
NO

NO

NO

well maybe, as long as it doesn't feel like the player's on ice

speed increase should be swift, and should go to max speed in approx 0.3 seconds if that

NO

NO

NO

well maybe, as long as it doesn't feel like the player's on ice

speed increase should be swift, and should go to max speed in approx 0.3 seconds if that
i don't mean quick increase

and i don't mean that the player loses all speed when it hits something

it'd be a difficulty curve

as the game progresses, it gets faster and faster and the obstacles change

from what i see, the player is constantly moving right so the only way it'd feel like it was 'on ice' is if the physics of moving was all strange

Do any of you have suggestions for obstacles?
All I have is rocks.

on the subject of Lua-related compilers:
https://github.com/portify/lover
That, or simply:


Now you can press ctrl + B to build and run your love project
(after setting the build system)
Sublime text is yay.

that's only running, not compiling though.

also, what is the "selector"?

that's only running, not compiling though.
Good point
also, what is the "selector"?
Tbh not 100% sure.
And, the "love" is acceptable because I have the dir to love in my PATH. Otherwise you'd replace that with C:/(pathtolove)/


And, question for anyone that knows lua:
What's a more efficient way of doing..
« Last Edit: January 14, 2013, 07:20:42 PM by Evar678 »

copy/paste that here and i'll reformat it

or just send it to me on steam, preferably in a pastebin or something other than the clusterforget of the steam interface

OR

you could make a custom file format and a loader for it, that would compress things a bit
« Last Edit: January 14, 2013, 08:02:40 PM by Kingdaro »

copy/paste that here and i'll reformat it

or just send it to me on steam, preferably in a pastebin or something other than the clusterforget of the steam interface

OR

you could make a custom file format and a loader for it, that would compress things a bit
What's your steam?
Nevermind.
« Last Edit: January 14, 2013, 08:09:23 PM by Evar678 »

Wow.

The real test is quality vs time. I guess you get to vote for the best ones or?

EDIT: Nope its just for personal achievement and satisfaction. Count me out LOL.

That, or simply:

that's only running, not compiling though.

lover is a compiler that makes standalone executables. Not a "runner".

also, what is the "selector"?

Used when Tools | Build System | Automatic is set to true. If the currently open file is named the same as matches selector's value, it will automatically use that build system.
Basically, for LÖVE projects, you should usually set selector to "source.lua".

Here's a better one:

Code: [Select]
{
"cmd": ["love", "$file_path"],
"selector": "source.lua",
"file_regex": "^(?:(?:\t)|(?:.+: ))(.+):([0-9]+): (.*)$"
}
« Last Edit: January 15, 2013, 08:38:47 AM by Port »