To train myself, I decided to participate in the Themed Project Event.
So, i have a month to make my game !
I don't have any cool name, just an idea : a sweeper-like in an hexagonal grid.
There will be at first a simple mode with the regular rules, and if i got enough time left, I'll add some alternate modes.
Here is the link to the git repo : https://github.com/pakoskyfrog/HexaSweeper. I will post here the advancements and some screenshots.
So... ready, steady, ... Code !
ALPHA 0.3.1 Released !
Some Screens :
The main menu with its own dynamic background...
The game itself, with the HUD, the pause menu and the zoom :
A word about the controls :
You can zoom in and out with the mouse wheel.
Left click to search a case
Right click to flag a case (none, bomb, interrogation)
Middle click to activate the case and all neighbors of it EXCEPT the flagged ones (be careful with this, i lost a lot of games... but it's still very useful !)
UPDATES in Alpha 0.2 :
A complete high score management system has been integrated.
Fonts for the HUD and the main menu
You can now restart a new game with the same setup as the current one.
And here is some screen shots !
UPDATES in Alpha 0.3 :
A second game mode is available !
"Alchemist" : you have to find all the good plants and avoid being eaten by the carnivorous ones...
Green spots indicate good plants
Red spots indicate bad plants
Yellow spots indicate that there are both around
There is a screen from this new mode :
minor update : some bugs fixed
- can't die at first click anymore \o/
- high scores are kept up to a list of length 10 in the file
- and a few little things
[TPE1] HexaSweeper (Alpha 0.3.1)
- pakoskyfrog
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[TPE1] HexaSweeper (Alpha 0.3.1)
- Attachments
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- HexaSweeper_alpha_0.31.love
- HexaSweeper by Pakoskyfrog Alpha 0.3.1
- (1.53 MiB) Downloaded 315 times
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- HexaSweeper_alpha_0.2.love
- HexaSweeper by Pakoskyfrog Alpha 0.2
- (1.44 MiB) Downloaded 264 times
Last edited by pakoskyfrog on Thu Feb 14, 2013 11:14 pm, edited 6 times in total.
- pakoskyfrog
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Re: [TPE1] HexaSweeper
- pakoskyfrog
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Re: [TPE1] HexaSweeper
UPDATE 4 :
'Where do i click' function resolved !
here is the recognition of the pure grid, just with the (u,v) system.
u is the base vector going down at -pi/6 and v at pi/6, center to center.
this (u,v) coordinate system is ideal to deal with hexagonal grids
But since it's a vectorial generated space, the tiles of the grids are parallelograms !
So we need a correction to adapt it to real hexagonal lattice :
(if anyone needs an explanation, just ask )
The colored points are done with a 2D scan simulating many clicks, the color is made of RVB={u,v,0}
With that done i can focus on the game itself, make it playable with a simple HUD
I will concentrate first on the gameplay, keeping graphics and effects for later.
'Where do i click' function resolved !
here is the recognition of the pure grid, just with the (u,v) system.
u is the base vector going down at -pi/6 and v at pi/6, center to center.
this (u,v) coordinate system is ideal to deal with hexagonal grids
But since it's a vectorial generated space, the tiles of the grids are parallelograms !
So we need a correction to adapt it to real hexagonal lattice :
(if anyone needs an explanation, just ask )
The colored points are done with a 2D scan simulating many clicks, the color is made of RVB={u,v,0}
With that done i can focus on the game itself, make it playable with a simple HUD
I will concentrate first on the gameplay, keeping graphics and effects for later.
- kikito
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Re: [TPE1] HexaSweeper
This looks very nice, keep up the good work!
The "colored image for detecting mouse presses" made me chuckle a bit. It'll burn a bit of memory, but it's certainly straightforward. Just make sure antialiasing is deactivated on your "mouse detection canvas", otherwise you will get weird results near each cell's borders.
The "colored image for detecting mouse presses" made me chuckle a bit. It'll burn a bit of memory, but it's certainly straightforward. Just make sure antialiasing is deactivated on your "mouse detection canvas", otherwise you will get weird results near each cell's borders.
When I write def I mean function.
- pakoskyfrog
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Re: [TPE1] HexaSweeper
@ Kikito
Yep, it's VERY consuming
but it was only for the development of my function, it is activated only if i press "v", and is is only accessible if the application is in debug mode !
I prefer make this kind of little visual functions, instead of clicking around and see what happens...
Thanks for the support !
A little update :
The game is playable \o/, i just need to add a HUD and tweak the gameplay and i'll be able to release an alpha version
Yep, it's VERY consuming
but it was only for the development of my function, it is activated only if i press "v", and is is only accessible if the application is in debug mode !
I prefer make this kind of little visual functions, instead of clicking around and see what happens...
Thanks for the support !
A little update :
The game is playable \o/, i just need to add a HUD and tweak the gameplay and i'll be able to release an alpha version
Re: [TPE1] HexaSweeper
This is pretty awesome, I remember I tried to make a game like this but gave up.
Looked through some old USB sticks and found it.
Won't even launch from anything else than the love build on the USB. ( I probably made a custom build and lost the source or something )
Last date modified was 2012-11-03 16:47
anyway here's a screenshot of what I had
Looked through some old USB sticks and found it.
Won't even launch from anything else than the love build on the USB. ( I probably made a custom build and lost the source or something )
Last date modified was 2012-11-03 16:47
anyway here's a screenshot of what I had
If you can't fix it, Kill it with fire. ( Preferably before it lays eggs. )
- pakoskyfrog
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Re: [TPE1] HexaSweeper
@ Zer0
Do you remember why you gave up your project ? The screenshot seems promising
Too bad you lost your codes !
Do you remember why you gave up your project ? The screenshot seems promising
Too bad you lost your codes !
- interstellarDAVE
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Re: [TPE1] HexaSweeper
It looks like you are using classes, wouldn't it be possible to make each Hex a class and give it a mouseclick function like a button? Not too sure how to implement that though since i don't know if buttons are built in element to love. You might have to program all that stuff by scratch.
Its coming along great.
Its coming along great.
- pakoskyfrog
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Re: [TPE1] HexaSweeper
@ interstellarDAVE
It's exactly what i've done with my GUI buttons, it's easy because it's rectangular !
When the mouse moves, it updates a 'hovering' variable in the buttons collection, and when you click, it activates the onClick procedure of the button currently under the mouse (with hover == true)
The problem is the hexagonal shape, you just can't transfer easily the positions and the hovering status. So instead of focusing on the element, i focused on the global collection. But i think both way can be achieve (it's the same differences between differential and integral forms of equations )
Have you progressed on 'Loveless' ?
It's exactly what i've done with my GUI buttons, it's easy because it's rectangular !
When the mouse moves, it updates a 'hovering' variable in the buttons collection, and when you click, it activates the onClick procedure of the button currently under the mouse (with hover == true)
The problem is the hexagonal shape, you just can't transfer easily the positions and the hovering status. So instead of focusing on the element, i focused on the global collection. But i think both way can be achieve (it's the same differences between differential and integral forms of equations )
Have you progressed on 'Loveless' ?
Re: [TPE1] HexaSweeper
@ pakoskyfrog
I gave up because i lost the usb stick and when i found i I kept on working on another game on it.
I will probably start working on it again.
I gave up because i lost the usb stick and when i found i I kept on working on another game on it.
I will probably start working on it again.
If you can't fix it, Kill it with fire. ( Preferably before it lays eggs. )
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