Help implementing game logic from fish fillets
Re: Help implementing game logic from fish fillets
Ok so the reason why it does not work is because the functions expect strings and not booleans and integer I guess? I will try what you said, will see if I manage to get it work.
Regarding your solution to convert the exit areas "on the fly", I tested it and it works partially, yes the fish can then go through the exit cells, but the level completion is not detected, I'm sure I'm missing something here, I think I need further explanation.
Thanks darkfrei, the game is almost completely playable now!
Regarding your solution to convert the exit areas "on the fly", I tested it and it works partially, yes the fish can then go through the exit cells, but the level completion is not detected, I'm sure I'm missing something here, I think I need further explanation.
Thanks darkfrei, the game is almost completely playable now!
Re: Help implementing game logic from fish fillets
Here you are: https://ufile.io/gqrf3y8w
This is an amateur work, I'm not really skilled to make video edition so this is not official nor ready to be published anywhere (the mouse pointer is not even hidden) and is mostly aimed at developers and fans interested to see how the game is progressing, therefore I will not share it indifinitely. Hopefully I could get someone with more experience with video edition to get involved in a proper trailer. I still hope you like.
If anyone downloads it I'll be happy to know, feel free to give your feedback here.
Re: Help implementing game logic from fish fillets
Hi, this post is to inform of state of development and ask for help with the final missing functions.
The game is fully playable now, the game logic is solved. There are two functions that need to be completed:
The save and load game functions:
https://codeberg.org/glitchapp/fish-fil ... vegame.lua
The touch interface to play on mobiles and tablets is being rewritten as the old interface was a chaos that can not be maintained: https://codeberg.org/glitchapp/fish-fil ... rface1.lua
The assets for the interface are done so I only need to distribute them on the screen, an example of the assets used for it:
That interface shown above is an attempt at adding social features to the game. It can be found here: https://codeberg.org/glitchapp/fish-fil ... s/main.lua
The initial goal of that interface is to be able to play the game from another instance of the game including a mobile which could be used as a gamepad. If anyone wants to help with that any help is welcome too. The main challenge is to send the button's events through the network.
Thanks!
The game is fully playable now, the game logic is solved. There are two functions that need to be completed:
The save and load game functions:
https://codeberg.org/glitchapp/fish-fil ... vegame.lua
The touch interface to play on mobiles and tablets is being rewritten as the old interface was a chaos that can not be maintained: https://codeberg.org/glitchapp/fish-fil ... rface1.lua
The assets for the interface are done so I only need to distribute them on the screen, an example of the assets used for it:
That interface shown above is an attempt at adding social features to the game. It can be found here: https://codeberg.org/glitchapp/fish-fil ... s/main.lua
The initial goal of that interface is to be able to play the game from another instance of the game including a mobile which could be used as a gamepad. If anyone wants to help with that any help is welcome too. The main challenge is to send the button's events through the network.
Thanks!
Re: Help implementing game logic from fish fillets
Can you attach the actual 1 MB game? I've made the tool viewtopic.php?f=5&t=93639 to load default file, write it to the disc and then the new file will be used by default.glitchapp wrote: ↑Mon Aug 08, 2022 6:53 am The save and load game functions:
https://codeberg.org/glitchapp/fish-fil ... vegame.lua
Re: Help implementing game logic from fish fillets
Oh that sounds fantastic!darkfrei wrote: ↑Thu Aug 11, 2022 12:19 pmCan you attach the actual 1 MB game? I've made the tool viewtopic.php?f=5&t=93639 to load default file, write it to the disc and then the new file will be used by default.glitchapp wrote: ↑Mon Aug 08, 2022 6:53 am The save and load game functions:
https://codeberg.org/glitchapp/fish-fil ... vegame.lua
I've updated the game yesterday and you can download it from here: https://codeberg.org/glitchapp/fish-fil ... llets-mini
It is the same file I would attach here, I think it is better to keep it all there in one place.
Re: Help implementing game logic from fish fillets
This is absolutely not a priority, It won't even be a great deal if I don't manage to get it work, but just in case someone can find the reason:
The 3d engine does not completely work with the game logic of Darkfrei and still uses mine to draw the levels borders of the map in 3d. Strangely it can render the objects with the new game logic, but not the borders.
That is the problematic function, when I uncomment the call to the 3d engine to draw the borders of the map in 3d, the following message appears:
To ilustrate the problem here is a screenshot:
What's happening in that screenshot is that the objects in 3d are rendered using the push-block logic of darkfrei, while the borders are rendered by my old and deprecated game logic. I can't make any call to 3dream from the drawborder function but it works perfectly from the function that render the objects, I don't understand why.
Any hint why this happens? The file can be found here: https://codeberg.org/glitchapp/fish-fil ... assets.lua
Thanks
The 3d engine does not completely work with the game logic of Darkfrei and still uses mine to draw the levels borders of the map in 3d. Strangely it can render the objects with the new game logic, but not the borders.
Code: Select all
function drawbordermap(block,x,y,tileSize)
dream:draw(cube1, 10 , 10, 10,1,1) -- not working
-- map tile
if palette==1 then love.graphics.setColor(cs1border1)
elseif palette==2 then love.graphics.setColor(cs2border1)
elseif palette==3 then love.graphics.setColor(cs3border1)
elseif palette==4 then love.graphics.setColor(cs4border1)
elseif palette==5 then love.graphics.setColor(cs5border1)
elseif palette==6 then love.graphics.setColor(cs6border1)
end
if palette==7 then love.graphics.setColor(cs6border1)
love.graphics.rectangle ('line', (x-1)*tileSize, (y-1)*tileSize, tileSize, tileSize)
else
if not(palette==1) then
love.graphics.rectangle ('fill', (x-1)*tileSize, (y-1)*tileSize, tileSize, tileSize)
--love.graphics.rectangle ('line', (x-1)*tileSize, (y-1)*tileSize, tileSize, tileSize)
end
--dream:draw(cube1, (x-1)*tileSize, (y-1)*tileSize, tileSize, tileSize)
end
if threeD==true then
--dream:draw(cube1, 1, 1,-60, 10,10,10)
end
if palette==1 then love.graphics.setColor(cs1border2)
elseif palette==2 then love.graphics.setColor(cs2border2)
elseif palette==3 then love.graphics.setColor(cs3border2)
elseif palette==4 then love.graphics.setColor(cs4border2)
elseif palette==5 then love.graphics.setColor(cs5border2)
elseif palette==6 then love.graphics.setColor(cs6border2)
end
if palette==7 then love.graphics.setColor(cs6border1)
love.graphics.rectangle ('line', (x-1)*tileSize, (y-1)*tileSize, tileSize, tileSize-15)
else
if not(palette==1) then
love.graphics.rectangle ('fill', (x-1)*tileSize, (y-1)*tileSize, tileSize, tileSize-15)
--love.graphics.rectangle ('line', (x-1)*tileSize, (y-1)*tileSize, tileSize, tileSize-15)
--elseif assets==2 and nLevel==1 then
--love.graphics.draw (level1style1, (x-1)*tileSize, (y-1)*tileSize, tileSize, tileSize-15)
end
end
end
Code: Select all
Error: 3DreamEngine/classes/scene.lua:48: attempt to perform arithmetic on local 'id' (a nil value)
stack traceback:
[string "boot.lua"]:777: in function '__add'
3DreamEngine/classes/scene.lua:48: in function 'add'
3DreamEngine/init.lua:371: in function 'draw'
game/logic/drawassets.lua:54: in function 'drawbordermap'
game/logic/push-blocks.lua:554: in function 'drawMap'
game/levels/changelevel.lua:1361: in function 'changelevel'
game/levelmenu.lua:480: in function 'leveldraw'
main.lua:388: in function 'draw'
[string "boot.lua"]:618: in function <[string "boot.lua"]:594>
[C]: in function 'xpcall'
What's happening in that screenshot is that the objects in 3d are rendered using the push-block logic of darkfrei, while the borders are rendered by my old and deprecated game logic. I can't make any call to 3dream from the drawborder function but it works perfectly from the function that render the objects, I don't understand why.
Any hint why this happens? The file can be found here: https://codeberg.org/glitchapp/fish-fil ... assets.lua
Thanks
Re: Help implementing game logic from fish fillets
Hi, I know there are several libraries to accomplish this and several solutions, but I want to ask first which is the best solution to the resolution problem:
Someone has tried to play the game on a laptop with 1366×768 resolution, I added that resolution to the options and this is the result: A complete chaos with everything out of place. What is the best way to resize objects and backgrounds to the resolution?
Thanks
Someone has tried to play the game on a laptop with 1366×768 resolution, I added that resolution to the options and this is the result: A complete chaos with everything out of place. What is the best way to resize objects and backgrounds to the resolution?
Thanks
Re: Help implementing game logic from fish fillets
Native FullHD and upscaling for 4K or downscaling to laptop 1366x768.
Multiresolution: viewtopic.php?f=3&t=92171
Multiresolution: viewtopic.php?f=3&t=92171
Re: Help implementing game logic from fish fillets
Thanks darkfrei! unfortunetaly it does not completely work, the objects do not scale properly do not position properly, I think something else should be added to push-blocks so that the objects set in the right place
Update: The problem only affects the assets, if you press "G" and disable the assets then everything is in place:
I need to find a solution to the assets
update 3: Sorry for the many updates, I solved the problem, I just needed to resize the backgrounds to the right number to make everything fit like this:
Now everything is in place!
If anyone has an old device with lower resolution and want to play with 1366x768, you can now press "R" to switch to that resolution.
Unfortunately if you change level everything is out of place again, I will try to solve it in the future.
Code: Select all
function love.load()
mr = require ('lib/multiresolution/multiresolution') -- multiresolution library by darkfrei
local desktopWidth, desktopHeight = love.window.getDesktopDimensions()
-- love.window.setMode (desktopWidth/2, desktopHeight/2, {resizable=true, borderless=false})
love.window.setMode (3/4*desktopWidth, 3/4*desktopHeight, {resizable=true, borderless=false})
mr:load ()
Code: Select all
function love.update(dt)
--rs.update() --update resolution solution
mr.update(dt)
Code: Select all
function love.draw(dt)
mr.draw()
Code: Select all
if res=="1366" then resizeres (1366,768)
elseif res=="1080p" then resizeres (1920,1080)
elseif res=="4k" then resizeres (3840,2160)
elseif res=="8k" then resizeres (7680,4320)
end
I need to find a solution to the assets
update 3: Sorry for the many updates, I solved the problem, I just needed to resize the backgrounds to the right number to make everything fit like this:
Code: Select all
if res=="1366" then resizeres (1366,768) expx=expx/2 expy=expy/2
If anyone has an old device with lower resolution and want to play with 1366x768, you can now press "R" to switch to that resolution.
Unfortunately if you change level everything is out of place again, I will try to solve it in the future.
Re: Help implementing game logic from fish fillets
I've recently updated the mini game with the help of some feedback from betatesters and solved many issues, just in case anyone is interested here is the link: https://codeberg.org/glitchapp/fish-fil ... s-mini-0.2
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