As for speeds, you could do a Touhou and have a button that slows you down (or speeds you up).BlackBulletIV wrote:Thanks for the feedback!
I'm still wondering whether it's too hard; not many people are able to over 1000m in a few tries (my highscore is above 12700m, but I've definitely played it over a 1000 times).That's because I've already adjusted them.Jasoco wrote:I see no problems with the colors of the background objects.I can understand that; it's just that if it were much slower you wouldn't be able to pull off large curves, which look really cool. I'll experiment a bit with slower speeds, but I'm not sure if I can take it down much more.Jasoco wrote:I just think the ship moves left and right too fast too soon. It's like VVVVVV where he moves quickly at the slightest tap.
Facilitated Escape (Originally Created for LD21)
Re: Facilitated Escape (Originally Created for LD21)
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
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Re: Facilitated Escape (Originally Created for LD21)
Looks good. I got about 3400 meters. I thought the difficulty was about right. Most of the time, I died because I tried to turn too quickly, and ran into the side of an object.
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Re: Facilitated Escape (Originally Created for LD21)
Thanks for the feedback guys!
Anyway, 1.0 has been released!
I had that idea; I may implement it sometime soon.T-Bone wrote:As for speeds, you could do a Touhou and have a button that slows you down (or speeds you up).
Anyway, 1.0 has been released!
Re: Facilitated Escape (Originally Created for LD21)
Maybe you can make the movement smoother by introducing acceleration - a bit like the paddles in my variation of Pong? The code I used for velocity:BlackBulletIV wrote:I can understand that; it's just that if it were much slower you wouldn't be able to pull off large curves, which look really cool. I'll experiment a bit with slower speeds, but I'm not sure if I can take it down much more.Jasoco wrote:I just think the ship moves left and right too fast too soon. It's like VVVVVV where he moves quickly at the slightest tap.
Code: Select all
local brake = true
if thrust ~= 0 then
local current_vel = thrust > 0 and self.vy or -self.vy
if current_vel < max_speed then
self.vy = self.vy + dt * (thrust > 0 and accel or -accel)
if current_vel >= 0 then brake = false end
end
end
if brake then
self.vy = self.vy * (brake_strength + 1) ^ -dt
end
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Re: Facilitated Escape (Originally Created for LD21)
Yeah, that's an option too. I'm not sure about it though; I might experiment with it when I get some time.Rad3k wrote:Maybe you can make the movement smoother by introducing acceleration - a bit like the paddles in my variation of Pong? The code I used for velocity:BlackBulletIV wrote:I can understand that; it's just that if it were much slower you wouldn't be able to pull off large curves, which look really cool. I'll experiment a bit with slower speeds, but I'm not sure if I can take it down much more.Jasoco wrote:I just think the ship moves left and right too fast too soon. It's like VVVVVV where he moves quickly at the slightest tap."thrust" was -1 if player pressed 'up', or 1 if 'down', and 0 otherwise. "accel", "max_speed" and "brake_strength" are constants.Code: Select all
local brake = true if thrust ~= 0 then local current_vel = thrust > 0 and self.vy or -self.vy if current_vel < max_speed then self.vy = self.vy + dt * (thrust > 0 and accel or -accel) if current_vel >= 0 then brake = false end end end if brake then self.vy = self.vy * (brake_strength + 1) ^ -dt end
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