Hello everyone!
My username was gordebak here, but since I canceled my old e-mail account, there was no way to retrieve my password. So I created a new account. Hello again.
Since very long time, I wasn't working on games. I'm back on track. I wanted to port one of my old games, One Way To Go to LÖVE 0.9.*
Here it is. I want to improve the game a little maybe.
It's a remake of 1991 Commodore 64 game Sensitive by Oliver Kirwa. Here's a screenshot of the original game:
And here's a screenshot of One Way To Go:
The goal is to reach the red block after collecting all the green blocks. Dark green blocks require going over twice to be removed. Yellow blocks teleport you to the other yellow block. If you get off-track, you die. Gray blocks don't kill you. Once you move there's no stopping, so be careful. Enjoy!
Edit: Uses dt now.
One Way To Go
One Way To Go
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Last edited by bgordebak on Sat Jan 17, 2015 11:28 pm, edited 3 times in total.
Re: One Way To Go
I like it. It's nice and challenging. I couldn't get past level 3 or 4.
Re: One Way To Go
Thanks Doctory. Yeah, it's challenging, but the more you play, the easier it gets.Doctory wrote:I like it. It's nice and challenging. I couldn't get past level 3 or 4.
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- Prole
- Posts: 49
- Joined: Thu May 29, 2014 10:56 am
Re: One Way To Go
I like your graphics. Very simple but feels polished.
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My OOP implementation:
https://github.com/stefanstr/class-by-gestaltist.git
My dungeon / tiled map generator:
https://github.com/stefanstr/lua_maps_by_gestaltist
My Love2D experiments:
https://github.com/stefanstr/Small-Love2D-Projects
My OOP implementation:
https://github.com/stefanstr/class-by-gestaltist.git
My dungeon / tiled map generator:
https://github.com/stefanstr/lua_maps_by_gestaltist
My Love2D experiments:
https://github.com/stefanstr/Small-Love2D-Projects
Re: One Way To Go
Thanks!gestaltist wrote:I like your graphics. Very simple but feels polished.
Re: One Way To Go
I tried your game.
I don't really like the movement of the ball. It feels too static. I would implement a more dynamic way with forces and friction. I would also let the ball fall down into the black when more than half of the ball is over the edges instead of just blocking and reaspawning.
About the rest...well done.
I don't really like the movement of the ball. It feels too static. I would implement a more dynamic way with forces and friction. I would also let the ball fall down into the black when more than half of the ball is over the edges instead of just blocking and reaspawning.
About the rest...well done.
Re: One Way To Go
Thanks!SiENcE wrote:I tried your game.
I don't really like the movement of the ball. It feels too static. I would implement a more dynamic way with forces and friction. I would also let the ball fall down into the black when more than half of the ball is over the edges instead of just blocking and reaspawning.
About the rest...well done.
You're right about falling down into black. I should look into it.
But I don't agree with the movement issue. Because the player doesn't actually move the ball. You only make it start moving and change direction. Forces and friction would make the ball gaint speed or stop eventually, which is against the premise of the game. It needs to move in a fixed speed.
Re: One Way To Go
Yes I understand, but the gameplay feeling is to limited and around the corners one fails too often.
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