Copters !

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Damnae
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Joined: Sun Oct 05, 2008 12:33 pm

Copters !

Post by Damnae »

Hello,

I made this game yesterday and I thought it's good enough to be shared ;)
It's inspired by this game.

The goal here is to defeat the other player by destroying his copter or pushing him off the screen.
You also have a "wind ability" that you can use once per game which stops your movement and push the other player away.
Zgeigcopters.love
Forgive me for the uninspired name :p
(510.75 KiB) Downloaded 885 times
Controls:
Player 1 - Arrows to move, right control key to use your wind ability.
Player 2 - ESDF to move, left control key to use your wind ability. (I didn't used WQSD because of azerty/qwerty keyboards)
F5 to restart the game. You may also use joysticks.
zgeigcopters1.png
zgeigcopters1.png (52.35 KiB) Viewed 12583 times
zgeigcopters3.png
zgeigcopters3.png (75.2 KiB) Viewed 12582 times
I hope you'll enjoy it =)
Green_Hell
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Joined: Thu Feb 21, 2008 1:11 am

Re: Copters !

Post by Green_Hell »

Awesomeness!!!

I like it. Please add network support :)
>>I love LÖVE.<<
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rude
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Location: Oslo, Norway

Re: Copters !

Post by rude »

Kewl. Just had an epic battle with a friend.
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Kaze
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Location: Dublin, Ireland

Re: Copters !

Post by Kaze »

Awesome, network support sounds good.
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farvardin
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Joined: Sat Jun 28, 2008 6:46 pm

Re: Copters !

Post by farvardin »

very smooth and well done :)
And thank you for thinking about people with azerty keyboard...
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Damnae
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Joined: Sun Oct 05, 2008 12:33 pm

Re: Copters !

Post by Damnae »

Green_Hell wrote:Please add network support :)
I'd like to do it, but synchronizing physics seems a bit hard to me ...
farvardin wrote:And thank you for thinking about people with azerty keyboard...
Actually I use an azerty keyboard ^^
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cag
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Re: Copters !

Post by cag »

grateness. :)
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muku
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Joined: Wed Aug 20, 2008 11:35 am

Re: Copters !

Post by muku »

Damnae wrote:
Green_Hell wrote:Please add network support :)
I'd like to do it, but synchronizing physics seems a bit hard to me ...
It should be doable if you keep a fixed logic timestep (say e.g. 30fps); then the only thing you need to send across the network are the other player's inputs. This way each instance of the game should run identically to the other one.
u9_
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Joined: Thu Oct 23, 2008 7:12 am

Re: Copters !

Post by u9_ »

This is excellent! Best love game i've seen so far i think.

For network play, I think it will be very difficult to get the simulations to run identical, but if possible you could every now and then transfer all the objects information (position, speed, acceleration etc.) to the client (if that's even possible in love) or you could simply try and send only player input to the server, and the object positions back to the client. But that would probably only work for very low lag situations.

Good luck
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bartbes
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Re: Copters !

Post by bartbes »

Green_Hell wrote:Please add network support :)
Indeed, network support sounds good. And I want to help you implementing it, as I am working on a networking lib
(see http://love2d.org/forum/viewtopic.php?f=5&t=230).
And implementing network support in your game using my lib, would help both projects.
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