RigidBoy v3 and higher

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Luke100000
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RigidBoy v3 and higher

Post by Luke100000 »

Here are the next versions of Rigidboy. The basic of the game was made by Murii. Now the next versions are here.

DEVELOPMENTS STOPPED!
Visit the new version of Rigid Boy

downloadlinks:
v3:https://www.dropbox.com/sh/c6fdzdmojbhq ... %20v3.love

Version History:

version 1 and 2:
-->by Murii (http://love2d.org/forums/viewtopic.php? ... oy#p111855)
+basic, colliding-system, drawing,...
+wall
+backgroundblock
+spikes
+cannons

version3:
+"rubber"
+teslacoil
+better perfomance
Last edited by Luke100000 on Sat Jul 04, 2015 2:21 pm, edited 3 times in total.
pauljessup
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Re: RigidBoy v3 and higher

Post by pauljessup »

Collision detection on this is really wonky. Almost makes it unplayable
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Nixola
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Posts: 1949
Joined: Tue Dec 06, 2011 7:11 pm
Location: Italy

Re: RigidBoy v3 and higher

Post by Nixola »

The character is offset by half its width/height, and the level in which you introduce resetting is unplayable because I'm stuck at the beginning
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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Nixola
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Posts: 1949
Joined: Tue Dec 06, 2011 7:11 pm
Location: Italy

Re: RigidBoy v3 and higher

Post by Nixola »

I've fixed some bugs:
  • player being offset by half its size (towards right and bottom) (player.lua, lines 131 to 133)
  • spikes' collision detection (you were able to walk through them, their actual collision 'box' was offset to the left by half their width) (spikes.lua, lines 48 and 49)
  • offset player spawn, by half its size (world.lua, line 74)
  • collision detection not 'getting' the lowermost and rightmost walls (still world.lua, line 93)
  • fixed the bullet collision detection a bit (cannon.lua, line 98)
Attaching the bugfixed version (v4?)
Please note that I couldn't get past the lower spiked corridor in the "more difficult" level (level 6), I don't think it's even possible since I have to jump over the spikes but I start falling as soon as I touch the ceiling, thus being hit. I tried to fix the level itself.
Also, I can't get past it again now that I fixed the bullet collision detection. There should be some bug with rubber collision detection too (and I fear you'll find them in almost every enemy) but since I can't get there anymore I can't fix it (maybe I did but I don't even remember). I would lower the cannon fire rate, because that level is REALLY hard right now.
http://firepx.altervista.org/RigidBoy_v4__maybe_.love
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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Luke100000
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Posts: 232
Joined: Mon Jul 22, 2013 9:17 am
Location: Austria
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Re: RigidBoy v3 and higher

Post by Luke100000 »

Collision detection on this is really wonky. Almost makes it unplayable
It´s not my Collision detection! :|
I've fixed some bugs:
Thanks, but now I cant´t move any more. Sound and music exist, but you cant move. If you press "up" it plays the jump-sound.
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Nixola
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Posts: 1949
Joined: Tue Dec 06, 2011 7:11 pm
Location: Italy

Re: RigidBoy v3 and higher

Post by Nixola »

...Odd? I'm able to move and jump normally... Also, I didn't change walls' or player's collision detection, only the drawing, so that's quite strange
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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