Hey,
as result for my participation in the LudumDare 14,
here is the diodontidae necandi !!
http://www.ludumdare.com/compo/2009/04/ ... l-version/
You control a diodontidae fish that needs to kill the pigs that are trashing the sea,
eat the garbage at the end of the sea, and throw batteries on the pigs !
cheers
http://www.athanazio.com/wp-content/upl ... are14.love
diodontidae necandi - for LudumDare 14
- athanazio
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diodontidae necandi - for LudumDare 14
Nothing is simple but everything is possible.
- bartbes
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Re: diodontidae necandi - for LudumDare 14
I already played it (from the ludum dare thread) I took some time before I realized I had to throw batteries at the pigs, but it was fun afterwards.
- athanazio
- Citizen
- Posts: 96
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Re: diodontidae necandi - for LudumDare 14
here are my lessons learned notes from this game =)
lessons learned
1. create the menu navigation at the start of the competition
As I was fighting agains some physics problems during the development process most of the menu was left behind. Then I realized 30 minutes to the end that my menu would be an image =) and a play button...
The lesson on this would be, use time in the middle of the nightmares to do these brainless activities, because what can go wrong while build a menu ? =)
2. draw in the paper build and color in the computer
That helped alot, I save my day manipulate the lines with inkscape, but ... in order to slice images I have a nightmare with inkscape, go with Gimp works as a breeze
3. dont split images, let the engine split for you
ahhhh I spend some hours cutting images lol !!, could use something like http://love2d.org/docs/love_graphics_draws_1.html to draw a subsprite of the image ...
4. make physics work for you
Oh Well after the physics hit me in the head, I learned some details and was able to make it work in a decent way, special note for the boats that hang around over the sea, for that I created a sequence of x,y that is the path to the boats, and I try to follow the path, I believe if I make the water line as an object and change its group to only colide with the boat would be the best to move the boat around.
5. clean the tables in one place only.
Not sure why, buit when I was removing items from my objects list in teh collision handler the LOVE was just crashing ... workaroiund that I found : flag to items to be removed and remove in the update() method and one by one from each table, this is call at the end of the update() for each cleanable table :
and at the collision handler, I dont remove the pig from the list, just flag it
and I believe that this would be a nice way to animate the pig booom =)
by using a multistate, like alive/almost dead/dying/im outa here
would change the image section, or play an animation ... and at the end remove from the list
that would be great ...
6. reusable files should be in a folder
I'm using for labels the .lua classes that I made called LOVEly-eyes, but I had this problem with the Text object that wasnt transparent ... Oh well I went in the code changed the super class, Rectangle to handle this and the Text is transparent by default, cool, but but but ... after that I just copied all the files from the LOVEly-eyes folder to my game folder ... too bad because I copied a main.lua file together ... If I wasnt using subversion would be a nightmare ... now LOVELy-eyes are in a separated folder =)
7. use a version control system
I used subversion, saved me when I made an stupid folder copy ... revert and just lost some minutes of work... bu remember keep on committing =)
8. put together a zip with everything
Better that just the .love file, create a package with the execs, the best would be create an installer.
9. level up level up !!!
people like rewards, so more than the score I should add level concept, just with faster attack of the pigs, or a different scenario with different speed .. hummmm that would be cool a .lua file for each level
10. collision has 2 sides ... A and B
It took me some time to realize that A and B collision data, first they are the DATA from the polygon nothing else, just disconnected data, not a reference, not and pointer ... hehehhe string data what makes very nice and unplugged from the code, and you have to test both sides, if wherever A colide on B and the oposite, this was my colision code
note that I used start() because I add the object id after the type, so I can grabb it from the list, something like "crap_2", "crap_3"
11. scroll the view is possible Luke... use the force !
Ha ! not the force, at the end I solved the screen scrolling with a simple solution, calculated a shif from the main character and update this shift in the update() method and every single draw has this shift. So the camera is following the character, thats stays in the screen all the time, and to avoid the char to drop outside the world I add invisible walls on left and right side and check if the cameraX is in the possible range,
this in the start of the code
+ cameraX on each draw
this on the update()
lessons learned
1. create the menu navigation at the start of the competition
As I was fighting agains some physics problems during the development process most of the menu was left behind. Then I realized 30 minutes to the end that my menu would be an image =) and a play button...
The lesson on this would be, use time in the middle of the nightmares to do these brainless activities, because what can go wrong while build a menu ? =)
2. draw in the paper build and color in the computer
That helped alot, I save my day manipulate the lines with inkscape, but ... in order to slice images I have a nightmare with inkscape, go with Gimp works as a breeze
3. dont split images, let the engine split for you
ahhhh I spend some hours cutting images lol !!, could use something like http://love2d.org/docs/love_graphics_draws_1.html to draw a subsprite of the image ...
4. make physics work for you
Oh Well after the physics hit me in the head, I learned some details and was able to make it work in a decent way, special note for the boats that hang around over the sea, for that I created a sequence of x,y that is the path to the boats, and I try to follow the path, I believe if I make the water line as an object and change its group to only colide with the boat would be the best to move the boat around.
5. clean the tables in one place only.
Not sure why, buit when I was removing items from my objects list in teh collision handler the LOVE was just crashing ... workaroiund that I found : flag to items to be removed and remove in the update() method and one by one from each table, this is call at the end of the update() for each cleanable table :
Code: Select all
--- clean the tables
function cleanTable(table2Clean)
for n=1,table.getn(table2Clean),1 do
if table2Clean[n].dirty ~= nill then
table2Clean[n].poly:destroy()
table2Clean[n].body:destroy()
table.remove( table2Clean, n )
break
end
end
end
and I believe that this would be a nice way to animate the pig booom =)
by using a multistate, like alive/almost dead/dying/im outa here
would change the image section, or play an animation ... and at the end remove from the list
that would be great ...
Code: Select all
function killThePig( id )
love.audio.play( audioCollision, 1 )
pigsKilled = pigsKilled +1
for n=1,table.getn(pigs),1 do
if pigs[n].poly:getData() == id then
pigs[n].dirty = true
break
end
end
end
6. reusable files should be in a folder
I'm using for labels the .lua classes that I made called LOVEly-eyes, but I had this problem with the Text object that wasnt transparent ... Oh well I went in the code changed the super class, Rectangle to handle this and the Text is transparent by default, cool, but but but ... after that I just copied all the files from the LOVEly-eyes folder to my game folder ... too bad because I copied a main.lua file together ... If I wasnt using subversion would be a nightmare ... now LOVELy-eyes are in a separated folder =)
7. use a version control system
I used subversion, saved me when I made an stupid folder copy ... revert and just lost some minutes of work... bu remember keep on committing =)
8. put together a zip with everything
Better that just the .love file, create a package with the execs, the best would be create an installer.
9. level up level up !!!
people like rewards, so more than the score I should add level concept, just with faster attack of the pigs, or a different scenario with different speed .. hummmm that would be cool a .lua file for each level
10. collision has 2 sides ... A and B
It took me some time to realize that A and B collision data, first they are the DATA from the polygon nothing else, just disconnected data, not a reference, not and pointer ... hehehhe string data what makes very nice and unplugged from the code, and you have to test both sides, if wherever A colide on B and the oposite, this was my colision code
Code: Select all
function collision(a, b, c)
if string.starts(a, "pig") and string.starts(b, "battery") then
killThePig( a )
removeTheBattery( b )
elseif string.starts(b, "pig") and string.starts(a, "battery") then
killThePig( b )
removeTheBattery( a )
elseif a == DIODONTIDAE and string.starts(b, "food") then
eatFood( b )
elseif b == DIODONTIDAE and string.starts(a, "food") then
eatFood( a )
end
end
function string.starts(String,Start)
return string.sub(String,1,string.len(Start))==Start
end
11. scroll the view is possible Luke... use the force !
Ha ! not the force, at the end I solved the screen scrolling with a simple solution, calculated a shif from the main character and update this shift in the update() method and every single draw has this shift. So the camera is following the character, thats stays in the screen all the time, and to avoid the char to drop outside the world I add invisible walls on left and right side and check if the cameraX is in the possible range,
this in the start of the code
Code: Select all
startCameraX = love.graphics.getWidth( ) / 2
startCameraY = 200
cameraX = -startCameraX
cameraXLimit = {}
cameraXLimit.start = 0
cameraXLimit.finish = -2905
+ cameraX on each draw
Code: Select all
love.graphics.draw(diodontidae.image,
diodontidae.theChar:getX() + cameraX,
diodontidae.theChar:getY())
------ draw the batteries
for n=1,table.getn(batteries),1 do
love.graphics.draw(
imageBattery,
batteries[n].body:getX() + cameraX,
batteries[n].body:getY(),
batteries[n].body:getAngle() )
end
Code: Select all
cameraX = startCameraX - diodontidae.theChar:getX()
-- keep the camera in the boundaries
if cameraX > cameraXLimit.start then
cameraX = cameraXLimit.start
elseif cameraX < cameraXLimit.finish then
cameraX = cameraXLimit.finish
end
Nothing is simple but everything is possible.
- athanazio
- Citizen
- Posts: 96
- Joined: Fri Apr 10, 2009 3:12 am
- Location: Rio de Janeiro - Brazil
- Contact:
Re: diodontidae necandi - for LudumDare 14
Video of the game
http://www.athanazio.com/2009/04/20/dio ... o-do-jogo/
http://www.athanazio.com/2009/04/20/dio ... o-do-jogo/
Nothing is simple but everything is possible.
- Garotas*Gostosas
- Prole
- Posts: 41
- Joined: Fri Apr 03, 2009 12:15 am
Re: diodontidae necandi - for LudumDare 14
respect! thanks for this post. really helps!
wish the other contestants could contribute their insights too!
i figuered out this game intantly. but my sea never got messed up like in your video? wasn't i playing long enough? my score was 133 and i quit because i thought you just can't die...
you question though: how did you differanciate between the batteries thrown be the pig itself (non - lethal) and the batteries pushed by the fish (lethal)? do they somehow "activate" on entering the water?
wish the other contestants could contribute their insights too!
i figuered out this game intantly. but my sea never got messed up like in your video? wasn't i playing long enough? my score was 133 and i quit because i thought you just can't die...
you question though: how did you differanciate between the batteries thrown be the pig itself (non - lethal) and the batteries pushed by the fish (lethal)? do they somehow "activate" on entering the water?
I LOVE GAME, YEAH!
- athanazio
- Citizen
- Posts: 96
- Joined: Fri Apr 10, 2009 3:12 am
- Location: Rio de Janeiro - Brazil
- Contact:
Re: diodontidae necandi - for LudumDare 14
there is a new updated version that gets harder as the time goes ...
http://www.athanazio.com/wp-content/upl ... di_v1.love
and btw i didnt diferentiate But I could do it by making then lethal as they colide with something else different than the pig, that would be a good upgrade
thx for the idea !
http://www.athanazio.com/wp-content/upl ... di_v1.love
and btw i didnt diferentiate But I could do it by making then lethal as they colide with something else different than the pig, that would be a good upgrade
thx for the idea !
Nothing is simple but everything is possible.
- Garotas*Gostosas
- Prole
- Posts: 41
- Joined: Fri Apr 03, 2009 12:15 am
Re: diodontidae necandi - for LudumDare 14
I'll check it out!athanazio wrote:there is a new updated version that gets harder as the time goes ...
http://www.athanazio.com/wp-content/upl ... di_v1.love
oh... i thought when a pig throws a battery it doesnt kills an other pig when it hits it gonna check this version out, too!athanazio wrote: and btw i didnt diferentiate
I LOVE GAME, YEAH!
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