Yesssssstentus wrote:Also, we now have mouse input.
Dye
- tentus
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Re: Dye
Okie dokie, we have options (fullscreen and mute) along with variable difficulty. The difficulty is controlled by the number of colors used: by default you have 5, but you can go as low as 2 or as high as 9.
I'm debating about saving high scores to a text file. Does that seem excessive?
I'm debating about saving high scores to a text file. Does that seem excessive?
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- Robin
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Re: Dye
No, I like that. I never know whether the scores I get are relatively good or bad, in the current version.tentus wrote:I'm debating about saving high scores to a text file. Does that seem excessive?
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Re: Dye
Alright, high scores have been added. Well, more correctly, a form of high scores has been added: I still need to collect some actual high scores from you guys.Robin wrote:No, I like that. I never know whether the scores I get are relatively good or bad, in the current version.
Also, various performance tweaks and some variable name cleanup. Please let me know if you find bugs! For example, I have switched to rendering the original random pattern to an image, and render the recolored squares on top of it: this ought to be a notable speed increase, but it may cause issues I'm not foreseeing.
Edit:
Found an overwrite bug in the saver class, and shifted some stuff around in the menus the be a bit clearer and more localized. Please update, and tell me you high scores!
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Re: Dye
It's been a day since anyone said anything, so I went ahead and tried out each available difficulty. The scores I made are the new default high scores.
I also did a bit of cleanup, PO2'd the prerendered grid, and did some general variable cleanup and commenting. I also added animation to the instructions overlay, but I'm considering removing it... it just feels like a lot of code that doesn't do much for the game.
Edit:
Added a high scores overlay, and some hidden extra key bindings (shh its a secret). I am considering adding a way of saving / loading specific levels.
I also did a bit of cleanup, PO2'd the prerendered grid, and did some general variable cleanup and commenting. I also added animation to the instructions overlay, but I'm considering removing it... it just feels like a lot of code that doesn't do much for the game.
Edit:
Added a high scores overlay, and some hidden extra key bindings (shh its a secret). I am considering adding a way of saving / loading specific levels.
Kurosuke needs beta testers
Re: Dye
Neat game! I've played these flood games before, and while they're not my fav, I appreciate that you've polished yours. I wonder if it would be interesting if you could play against an AI, and race to see how much territory you can get?
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Re: Dye
iamwil wrote:Neat game! I've played these flood games before, and while they're not my fav, I appreciate that you've polished yours. I wonder if it would be interesting if you could play against an AI, and race to see how much territory you can get?
I've been working on a VS mode, but it's taking a lot more refactoring than I expected. If I can come up with some clever solutions I'll add it in, but bloat is becoming a problem.Kadoba wrote:Have you thought about a puzzle mode? Like levels that must be beaten in a certain number of turns.
In the meantime, I have added move limits (default is infinite moves), which meant adding a fail scene. I have also added the ability to save maps (and refactored the code a little so that the save files make sense) and load saved maps. For now, you can save maps by hitting F12, which will write the save file with the timestamp as the name.
Ooh, quick questions- when loading saved files, if the filename is just numbers and .lua, it works just fine, but if it had letters in it, I get a string concatenation error. Anyone know why?
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- Robin
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Re: Dye
Can you be a bit more specific? What part of your code errors? What error is it exactly? I have a vague idea, but I can't say for sure without more information.tentus wrote:Ooh, quick questions- when loading saved files, if the filename is just numbers and .lua, it works just fine, but if it had letters in it, I get a string concatenation error. Anyone know why?
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Re: Dye
AHA, nevermind, I found it- I was missing a pair of quote marks. That explains everything.Robin wrote: Can you be a bit more specific? What part of your code errors? What error is it exactly? I have a vague idea, but I can't say for sure without more information.
Fixed version uploaded!
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