That objects has a mistake and should be 1 cell higher, I corrected it and I will upload it in the next update, then it will not overlap anymore.
Help implementing game logic from fish fillets
Re: Help implementing game logic from fish fillets
Re: Help implementing game logic from fish fillets
Re: Help implementing game logic from fish fillets
Here you are: https://codeberg.org/glitchapp/fish-fil ... llets-mini
Please be aware that you can't test the events and assets problems in that 1mb version because the events triggers audios which that version does not have and that version also have almost no assets, so to test the events there is no other way than downloading the full game.
Re: Help implementing game logic from fish fillets
I've remade the game/levelmenu.lua, it was too complicated for me:glitchapp wrote: ↑Thu Jul 28, 2022 6:56 pm Please be aware that you can't test the events and assets problems in that 1mb version because the events triggers audios which that version does not have and that version also have almost no assets, so to test the events there is no other way than downloading the full game.
Re: Help implementing game logic from fish fillets
I like that thanks! The only thing I miss are the shadows effect and the selection circle that moves synced to the music. I will try to add it to your code at least for the full game.
Thanks, I did not know how to clean that code, it is a lot better now!
By the way, your code is perfect for the vr port, I started attempting to port the menu, here you have a screenshot of a preliminary demo I did:
Thanks, I did not know how to clean that code, it is a lot better now!
By the way, your code is perfect for the vr port, I started attempting to port the menu, here you have a screenshot of a preliminary demo I did:
Re: Help implementing game logic from fish fillets
I will implement your code for the mini and vr version of the game as you did.darkfrei wrote: ↑Fri Jul 29, 2022 8:48 pmI've remade the game/levelmenu.lua, it was too complicated for me:glitchapp wrote: ↑Thu Jul 28, 2022 6:56 pm Please be aware that you can't test the events and assets problems in that 1mb version because the events triggers audios which that version does not have and that version also have almost no assets, so to test the events there is no other way than downloading the full game.
levelmenu.lua
For the full game, I will add 4 things that are missing in your code and looks cool or are important to me: https://codeberg.org/glitchapp/fish-fil ... elmenu.lua
1. Missing light and shadows projection
2. Missing menus (The full game have extra features such a music player, extras, a planned level editor etc)
3. The circle synced to the music when hovering the spheres
4. Some content is unlockable and there's must be a condition that show or hide it depending of the state of the game and achievements: https://codeberg.org/glitchapp/fish-fil ... ements.lua
For both the mini and full version I will also add:
The Titles of the menus and areas when hovering the spheres
It seems that performance has improved a lot, there's no lag anymore caused by the many lights and shadows! Thank you!
I attached the vr port of the menu, I hope it is ok to post this here since it is basically lua and the lovr api is so similar. I really want to make it work and therefor I also add it to the attachments.
* Last update: this will be probably the definitve level menu: They will be both the same on full and mini game, the only difference would be the circles synced to the music on the full game (the mini game has no music).
- Attachments
-
- levelmenu.lua
- Last version of level menu selecion
- (16.84 KiB) Downloaded 272 times
-
- levelmenuvr.lua
- (21.25 KiB) Downloaded 257 times
Re: Help implementing game logic from fish fillets
The main problem was that you create the light source in the cycle; I don't know how to use this lib, but light creation out of cycle was much faster with same visuals.
Re: Help implementing game logic from fish fillets
Yes, you are right, anyway I disabled it in the last update because there were too much effects and it looks more clean without them, there is better contrast I think.
I put all the light effects on a different function so that it can be activated by just calling it like this:
Code: Select all
drawshadows(x,y,newBody)
I also created another function called drawonlytitles that it is called at the end of the cycle like this:
Code: Select all
drawonlytitles(x,y)
The last version can be found here: https://codeberg.org/glitchapp/fish-fil ... elmenu.lua
Re: Help implementing game logic from fish fillets
The problems with the events has been solved and now the new push-block logic is used all the time and the old is deprecated.
Till now I can't find any bugs with the events so everything is alright.
Till now I can't find any bugs with the events so everything is alright.
Re: Help implementing game logic from fish fillets
Here can be (I haven't saw this issue) the problem by the falling blocks: it can be situation with "gluing" of blocks to metablocks and when some of blocks have contact with static element (map, block or fish), the other block will be not falling too, as glued to the first one. But I am not sure that it's possible and I cannot make this situation.
Maybe we can build the tetris with static and dynamic blocks to simulate it
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