Tilt reboot (alpha 4) - need as many testers as possible!

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Tesselode
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Tilt reboot (alpha 4) - need as many testers as possible!

Post by Tesselode »

Remember Tilt, my 2d labyrinth physics game from a while back? Of the handful of people who played it, a lot of people experienced glitches, including me, and the code was kind of a mess.

I think I'm going to try re-coding Tilt with a focus on having simple and thoroughly-tested code. For this reason, I would like to have as many people test this as possible.


Here's how to test it!
1. Watch this video of the game running.
2. Download and run the game.
3. Tell me how it ran on your computer compared to the video. If it's the same, great! If it's different, tell me what's different. (It'll be even better if you test it with vsync both on and off in the conf.lua file.)


If you have a few minutes to spare, please test this. I'll give you a virtual cookie.
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tilt_reboot_a4.love
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Last edited by Tesselode on Fri Jul 15, 2011 8:56 pm, edited 4 times in total.
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Taehl
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Re: Tilt reboot (alpha 1) - need as many testers as possible

Post by Taehl »

It seems to play pretty much the same on my machine.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
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ivan
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Re: Tilt reboot - need as many testers as possible!

Post by ivan »

Worked about the same as it looked in the video.
I noticed in your code that you're not using accumulators.
Box2D doesn't like variable time intervals so you should look into that if you want your game to run super-smooth on all machines.
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sharpobject
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Re: Tilt reboot - need as many testers as possible!

Post by sharpobject »

What do I have to do to get a new ball?
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Tesselode
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Re: Tilt reboot - need as many testers as possible!

Post by Tesselode »

sharpobject wrote:What do I have to do to get a new ball?
You can't yet, just save the game somewhere so you can restart it easily. The only reason why the ball reappears in the video is because I paused and resumed the recording.
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tentus
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Re: Tilt reboot - need as many testers as possible!

Post by tentus »

Two bits of code make your love much, much easier to test:

Code: Select all

function love.keypressed(key, unicode)
	if key == "escape" then
		love.event.push('q')
	else
		circle:setPosition(400, 100)
	end
end
And this, just before world:update(dt)...

Code: Select all

	local x, y = circle:getPosition()
	local xVel, yVel = circle:getLinearVelocity()
	if y < 10 then
		circle:setY(10)
		circle:setLinearVelocity(xVel, 0)
	elseif y > 590 then
		circle:setY(590)
		circle:setLinearVelocity(xVel, 0)
	end
	if x < 10 then
		circle:setX(10)
		circle:setLinearVelocity(0, yVel)
	elseif x > 790 then
		circle:setX(790)
		circle:setLinearVelocity(0, yVel)
	end
Kurosuke needs beta testers
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Tesselode
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Re: Tilt reboot - need as many testers as possible!

Post by Tesselode »

I don't know what you're trying to accomplish with that second piece of code, but I'll add some way to restart soon.
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Robin
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Re: Tilt reboot - need as many testers as possible!

Post by Robin »

Tesselode wrote:I don't know what you're trying to accomplish with that second piece of code, but I'll add some way to restart soon.
I think it would be better if you surround the screen with static shapes, I believe that is what he tries to accomplish.
Help us help you: attach a .love.
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tentus
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Re: Tilt reboot - need as many testers as possible!

Post by tentus »

The second piece of code defines behaviors at the edge of the screen. I like it more than a box o' shapes because you define a greater variety of behaviors (for example, x<10 makes the ball loop around to the other side, that kind of stuff).
Kurosuke needs beta testers
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TheAncientGoat
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Re: Tilt reboot - need as many testers as possible!

Post by TheAncientGoat »

Works like in the vid for me..
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