Hello all,
I want to show you what I have been working on lately, It's a 2-player strategy game(inspired by Risk). This is the third project I have done in Löve.
At the start of the game each area, and the number(army strength) is randomly generated. Either a shield or a axe, and the numbers range from 2-6. This happens when you click the "generate" button.
The players choose which side they want to play. Each area can only move units with their neighboring area. Each player gets 3 actions per turn, as indicated on the right-bottom side. Each move order depletes one action. (left-mouse button)
You use the right mouse button to gather army(move order) and then the left mouse button to tell them where to go. Always one army must remain to guard the area. The sail in the left-bottom of the screen is the attack-bonus. Only when you attack the other player you get the bonus (which varies between 0-3).
If the attacker has 3 and the defender is also 3 then the defender wins but loses 1 army. So if even, then the defender always wins. If either all the areas are axe or shield-controlled than that player wins the game.
If something is unexplained then please ask. The clouds are also randomly generated in size-opacity and speed.
If you find a duck flying in the game, then right-clicking it will make it quite happy
Things left to do:
# Add a help menu/text explaining the game
# Add either random army units drops or have some areas get a bigger attack bonus to make the game more varied.
# Fix the problem of all areas eventually only having one 1 army left, and therefore the game is a stalemate.
Download: https://www.dropbox.com/s/f9v5kovhhevpp ... eland.love
I cant upload to the forum. something about a limit, even though its only 2,5mb.
Edit#1: Fixed a problem with the win state not showing up properly.
Conquer Iceland v1
Re: Conquer Iceland v1
Hello, Mermersk =)
Your game is quite good. I liked the drawn-like style of the graphics. It looks nice, and makes gameplay a little bit more comfortable Decorations, like clouds and ducks, fit the game's style very well. Background music and sounds are good. But i have some ideas, that probably, will make your game better =)
- Whole screen message, that informs, who's turn is now ( like <image of team>, your turn! ). Arrow, pointing at the team's icon looks fine, but when i played first time, it was hard for me to discover, who's turn is now =\
- Make possible to play with AI
- [looked in your code, sorry] Try to make a good use of arrays and loops. With them, your code will be much shorter =)
I like the original Risk game, and your game as well! Keep up the good work! =)
Your game is quite good. I liked the drawn-like style of the graphics. It looks nice, and makes gameplay a little bit more comfortable Decorations, like clouds and ducks, fit the game's style very well. Background music and sounds are good. But i have some ideas, that probably, will make your game better =)
- Whole screen message, that informs, who's turn is now ( like <image of team>, your turn! ). Arrow, pointing at the team's icon looks fine, but when i played first time, it was hard for me to discover, who's turn is now =\
- Make possible to play with AI
- [looked in your code, sorry] Try to make a good use of arrays and loops. With them, your code will be much shorter =)
I like the original Risk game, and your game as well! Keep up the good work! =)
- shatterblast
- Party member
- Posts: 136
- Joined: Tue Dec 11, 2012 9:47 pm
- Location: Dallas, Texas, USA
Re: Conquer Iceland v1
I run a resolution of 1600 x 900, and the game goes off the screen somewhat. Can you make an adjustable resolution setting, or something similar, please?
I was trying to run this under Ubuntu Linux, so I have no idea what it looks like in Windows 7 or similar.
I was trying to run this under Ubuntu Linux, so I have no idea what it looks like in Windows 7 or similar.
Re: Conquer Iceland v1
I just looked into your code a bit and erm ..
It would be far more efficent, if you'd make an use out of tables/loops.
Just an example:
(I'm not sure what the purpose of the function is, but I'll replicate its behaviour)
Your code:
My code:
Cut down from 156 to 6 lines and an exectution time which should be 30 to 45% faster
The game itself is a very good idea and I love the graphic style
It would be far more efficent, if you'd make an use out of tables/loops.
Just an example:
(I'm not sure what the purpose of the function is, but I'll replicate its behaviour)
Your code:
Code: Select all
function vopnbyrjun()
vopn1 = math.random(1, 2)
vopn2 = math.random(1, 2)
vopn3 = math.random(1, 2)
vopn4 = math.random(1, 2)
vopn5 = math.random(1, 2)
vopn6 = math.random(1, 2)
vopn7 = math.random(1, 2)
vopn8 = math.random(1, 2)
vopn9 = math.random(1, 2)
vopn10 = math.random(1, 2)
vopn11 = math.random(1, 2)
vopn12 = math.random(1, 2)
vopn13 = math.random(1, 2)
vopn14 = math.random(1, 2)
vopn15 = math.random(1, 2)
vopn16 = math.random(1, 2)
vopn17 = math.random(1, 2)
vopn18 = math.random(1, 2)
vopn19 = math.random(1, 2)
vopn20 = math.random(1, 2)
vopn21 = math.random(1, 2)
vopn22 = math.random(1, 2)
if vopn1 == 1 then
vopn1 = skjoldur
else
vopn1 = exi
end
if vopn2 == 1 then
vopn2 = skjoldur
else
vopn2 = exi
end
if vopn3 == 1 then
vopn3 = skjoldur
else
vopn3 = exi
end
if vopn4 == 1 then
vopn4 = skjoldur
else
vopn4 = exi
end
if vopn5 == 1 then
vopn5 = skjoldur
else
vopn5 = exi
end
if vopn6 == 1 then
vopn6 = skjoldur
else
vopn6 = exi
end
if vopn7 == 1 then
vopn7 = skjoldur
else
vopn7 = exi
end
if vopn8 == 1 then
vopn8 = skjoldur
else
vopn8 = exi
end
if vopn9 == 1 then
vopn9 = skjoldur
else
vopn9 = exi
end
if vopn10 == 1 then
vopn10 = skjoldur
else
vopn10 = exi
end
if vopn11 == 1 then
vopn11 = skjoldur
else
vopn11 = exi
end
if vopn12 == 1 then
vopn12 = skjoldur
else
vopn12 = exi
end
if vopn13 == 1 then
vopn13 = skjoldur
else
vopn13 = exi
end
if vopn14 == 1 then
vopn14 = skjoldur
else
vopn14 = exi
end
if vopn15 == 1 then
vopn15 = skjoldur
else
vopn15 = exi
end
if vopn16 == 1 then
vopn16 = skjoldur
else
vopn16 = exi
end
if vopn17 == 1 then
vopn17 = skjoldur
else
vopn17 = exi
end
if vopn18 == 1 then
vopn18 = skjoldur
else
vopn18 = exi
end
if vopn19 == 1 then
vopn19 = skjoldur
else
vopn19 = exi
end
if vopn20 == 1 then
vopn20 = skjoldur
else
vopn20 = exi
end
if vopn21 == 1 then
vopn21 = skjoldur
else
vopn21 = exi
end
if vopn22 == 1 then
vopn22 = skjoldur
else
vopn22 = exi
end
end
Cut down from 156 to 6 lines and an exectution time which should be 30 to 45% faster
Code: Select all
local random = math.random
local function vopnbyrjun()
local Environment = getfenv(2)
for i = 1, 22 do
Environment['vopn' .. tostring(i)] = random(1, 2) == 1 and skjoldur or exi
end
end
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: Conquer Iceland v1
Even better, use a table instead of global variables:
Code: Select all
local random = math.random
local function vopnbyrjun()
vopn = {}
for i = 1, 22 do
vopn[i] = random(1, 2) == 1 and skjoldur or exi
end
end
Help us help you: attach a .love.
Re: Conquer Iceland v1
That's not such a huge difference, as the environment is just a table after all.Robin wrote:Even better, use a table instead of global variables:
Code: Select all
local random = math.random local function vopnbyrjun() vopn = {} for i = 1, 22 do vopn[i] = random(1, 2) == 1 and skjoldur or exi end end
It would (no doubt) be a better coding practice, but I'm not sure how he implemented those variables in the other parts of this code.
Re: Conquer Iceland v1
Thank you for the feedback! I thought that part(who's turn it is) was clear, but I guess that's what happen when you work on a thing for a long time . Yes I will try to implement loops and arrays, it's unnecessary long now. Honestly I just have to learn how to use them, never done that before as I am rather new to programming.vladgalay wrote:Hello, Mermersk =)
Your game is quite good. I liked the drawn-like style of the graphics. It looks nice, and makes gameplay a little bit more comfortable Decorations, like clouds and ducks, fit the game's style very well. Background music and sounds are good. But i have some ideas, that probably, will make your game better =)
- Whole screen message, that informs, who's turn is now ( like <image of team>, your turn! ). Arrow, pointing at the team's icon looks fine, but when i played first time, it was hard for me to discover, who's turn is now =\
- Make possible to play with AI
- [looked in your code, sorry] Try to make a good use of arrays and loops. With them, your code will be much shorter =)
I like the original Risk game, and your game as well! Keep up the good work! =)
Yes, I will try to do this. Maybe have the one that is now and one that is smaller so it will fit on laptops screens.shatterblast wrote:I run a resolution of 1600 x 900, and the game goes off the screen somewhat. Can you make an adjustable resolution setting, or something similar, please?
I was trying to run this under Ubuntu Linux, so I have no idea what it looks like in Windows 7 or similar.
Thank you for the feedback. That code is to randomly generate if the image in an area is a shield or an axe. Yes your version looks much much cleaner, I'm going to try to rewrite some of the code, honestly I will first have to learn more about how your code works.Janywer wrote:I just looked into your code a bit and erm ..
It would be far more efficent, if you'd make an use out of tables/loops.
Just an example:
(I'm not sure what the purpose of the function is, but I'll replicate its behaviour)
Your code:
My code:Code: Select all
function vopnbyrjun() vopn1 = math.random(1, 2) vopn2 = math.random(1, 2) vopn3 = math.random(1, 2) vopn4 = math.random(1, 2) vopn5 = math.random(1, 2) vopn6 = math.random(1, 2) vopn7 = math.random(1, 2) vopn8 = math.random(1, 2) vopn9 = math.random(1, 2) vopn10 = math.random(1, 2) vopn11 = math.random(1, 2) vopn12 = math.random(1, 2) vopn13 = math.random(1, 2) vopn14 = math.random(1, 2) vopn15 = math.random(1, 2) vopn16 = math.random(1, 2) vopn17 = math.random(1, 2) vopn18 = math.random(1, 2) vopn19 = math.random(1, 2) vopn20 = math.random(1, 2) vopn21 = math.random(1, 2) vopn22 = math.random(1, 2) if vopn1 == 1 then vopn1 = skjoldur else vopn1 = exi end if vopn2 == 1 then vopn2 = skjoldur else vopn2 = exi end if vopn3 == 1 then vopn3 = skjoldur else vopn3 = exi end if vopn4 == 1 then vopn4 = skjoldur else vopn4 = exi end if vopn5 == 1 then vopn5 = skjoldur else vopn5 = exi end if vopn6 == 1 then vopn6 = skjoldur else vopn6 = exi end if vopn7 == 1 then vopn7 = skjoldur else vopn7 = exi end if vopn8 == 1 then vopn8 = skjoldur else vopn8 = exi end if vopn9 == 1 then vopn9 = skjoldur else vopn9 = exi end if vopn10 == 1 then vopn10 = skjoldur else vopn10 = exi end if vopn11 == 1 then vopn11 = skjoldur else vopn11 = exi end if vopn12 == 1 then vopn12 = skjoldur else vopn12 = exi end if vopn13 == 1 then vopn13 = skjoldur else vopn13 = exi end if vopn14 == 1 then vopn14 = skjoldur else vopn14 = exi end if vopn15 == 1 then vopn15 = skjoldur else vopn15 = exi end if vopn16 == 1 then vopn16 = skjoldur else vopn16 = exi end if vopn17 == 1 then vopn17 = skjoldur else vopn17 = exi end if vopn18 == 1 then vopn18 = skjoldur else vopn18 = exi end if vopn19 == 1 then vopn19 = skjoldur else vopn19 = exi end if vopn20 == 1 then vopn20 = skjoldur else vopn20 = exi end if vopn21 == 1 then vopn21 = skjoldur else vopn21 = exi end if vopn22 == 1 then vopn22 = skjoldur else vopn22 = exi end end
Cut down from 156 to 6 lines and an exectution time which should be 30 to 45% faster
The game itself is a very good idea and I love the graphic styleCode: Select all
local random = math.random local function vopnbyrjun() local Environment = getfenv(2) for i = 1, 22 do Environment['vopn' .. tostring(i)] = random(1, 2) == 1 and skjoldur or exi end end
Thanks for the suggestion Robin, will try that also. Certainly looks a bit more simple.Janywer wrote:That's not such a huge difference, as the environment is just a table after all.Robin wrote:Even better, use a table instead of global variables:
Code: Select all
local random = math.random local function vopnbyrjun() vopn = {} for i = 1, 22 do vopn[i] = random(1, 2) == 1 and skjoldur or exi end end
It would (no doubt) be a better coding practice, but I'm not sure how he implemented those variables in the other parts of this code.
Coding in the "function love.mousepressed(x, y, button)" was honestly the most time consuming, each time I wanted to make some change I had to go through it all again and change the same thing 22+ times. (for all the areas). Is there a way to make the code shorter there?
Edit #1 After some trying, and some success I have decided to leave the code as it is. I would rather use new techniques in my next Löve project
Email: ic4ruz39@gmail.com
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