Hi,
Thank you for all comments.
miko wrote:
This is fun. Can you write more about the engine?
The problem is that you define hero.gravity twice: as a table and as a number. Attached is a patch which fixes this for me.
I tried to create an engine that allows me to create a game in two hours using just a properties file like this:
Code: Select all
hero.movement="platform_game"
level = { {id="level1", file="level1"...}
So the engine for the three games and two mores I'm creating should be the same the only difference should be the properties file (game.lua). I said should be because I made some minor tweaks in every game... sorry
coffee wrote:
Yes, tries to emulate but failed a bit I'm afraid (and if I'm right). When I saw first screenshot I thought was/could be really a spectrum game, but looking at second I notice you are aren't respecting Spectrum
attribute clash (red/black colors of ghost sprite are over the same 8x8 space of dots and that would make a clash with grey or wouldwhite colors of dots). Sound is more close to 128k mode than 48k.
Yes, this is super interesting for me. Every time I tried a new language/framework/engine I try to emulate the color/attribute clash. I really love it, and it makes me very nostalgic. But the true is that few people understand and appreciate it, and in the end original zx spectrum programmers would have preferred that the zx spectrum wouldn't have that "limitation/feature".
Any way, I will post a tech demo soon
josefnpat wrote:Pacnic!!:
Something very wrong is going on with the controls here. Maybe you're treating it as an enemy entity of some kind?
The main character will move as long as he finds a wall even if you are not pressing the directional keys. I think that's how Pac-man works, but I can be wrong.
Best regards
JF