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.
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.
I hope you'll enjoy it =)
Copters !
-
- Citizen
- Posts: 94
- Joined: Thu Feb 21, 2008 1:11 am
Re: Copters !
Kewl. Just had an epic battle with a friend.
Re: Copters !
Awesome, network support sounds good.
Re: Copters !
very smooth and well done
And thank you for thinking about people with azerty keyboard...
And thank you for thinking about people with azerty keyboard...
Re: Copters !
I'd like to do it, but synchronizing physics seems a bit hard to me ...Green_Hell wrote:Please add network support
Actually I use an azerty keyboardfarvardin wrote:And thank you for thinking about people with azerty keyboard...
Re: Copters !
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.Damnae wrote:I'd like to do it, but synchronizing physics seems a bit hard to me ...Green_Hell wrote:Please add network support
Re: Copters !
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
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
- bartbes
- Sex machine
- Posts: 4946
- Joined: Fri Aug 29, 2008 10:35 am
- Location: The Netherlands
- Contact:
Re: Copters !
Indeed, network support sounds good. And I want to help you implementing it, as I am working on a networking libGreen_Hell wrote:Please add network support
(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.
Who is online
Users browsing this forum: Ahrefs [Bot] and 1 guest