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Re: Physics-based arena shooter

Posted: Thu Sep 20, 2012 8:15 pm
by josefnpat
paranoiax wrote:
josefnpat wrote:It blew up for me :(

Code: Select all

Error: ammo/physics/PhysicalEntity.lua:97: bad argument #3 to 'newFixture' (number expected, got nil)
stack traceback:
	[C]: in function 'newFixture'
	ammo/physics/PhysicalEntity.lua:97: in function 'addShape'
	entities/Barrier.lua:17: in function 'added'
	ammo/core/World.lua:150: in function '_updateLists'
	ammo/core/World.lua:43: in function 'update'
	ammo/physics/PhysicalWorld.lua:42: in function 'update'
	worlds/Game.lua:62: in function 'update'
	ammo/core/init.lua:33: in function 'update'
	main.lua:60: in function 'update'
	[string "boot.lua"]:404: in function <[string "boot.lua"]:373>
	[C]: in function 'xpcall'
just add 1 as a the third Argument for each newFixture

Its a problem with the Linux version of love I guess. It doesn't set the default value.
For some reason you are setting density as nil, instead of 1. Not sure why that isn't cross platform.

Also, your mouse grab stops me from alt-tabbing for some reason. if I didn't find a bug in the player.entity, I would have had to change to a different tty and killed it with a killall -9. Please bind escape to love.event.quit()!

Re: Physics-based arena shooter

Posted: Thu Sep 20, 2012 8:27 pm
by Lafolie
Too many particles @_@. The time dilation is nice at the end, and having tons of squares here is cool, but the gameplay in general suffered I felt, due to the number of particles flying around confuddling me.

Re: Physics-based arena shooter

Posted: Thu Sep 20, 2012 8:44 pm
by tv_user
Wow, it looks awesome! Even though it's just a tester, it's pretty damn addictive! Good job!!

Re: Physics-based arena shooter

Posted: Thu Sep 20, 2012 10:20 pm
by BlackBulletIV
@Lafolie: You're talking "too many particles" as hindering gameplay, not performance, right? It is because missiles explode when hitting shrapnel? I find that can be a real nuisance at times.

@tv_user: Thank you. :)
josefnpat wrote:For some reason you are setting density as nil, instead of 1. Not sure why that isn't cross platform.

Also, your mouse grab stops me from alt-tabbing for some reason. if I didn't find a bug in the player.entity, I would have had to change to a different tty and killed it with a killall -9. Please bind escape to love.event.quit()!
I'm not intentionally setting it to nil, so as paranoiax said, it's probably a bug of some sort.

And wow, I didn't know grabbing the mouse was so restrictive in Linux. The pause menu is coming soon, though I'll probably bind an "emergency key" too.

Re: Physics-based arena shooter

Posted: Thu Sep 20, 2012 10:35 pm
by dreadkillz
Very nice. My suggestions:

Get rid of the mouse grab please its quite annoying. Draw a ray or something from your character to your crosshair. It's really hard to see with all the particles and stuff. Either that or make a bright crosshair. Too many particles like Lafolie said. Not that it hinders my performance but the screen gets really busy and my eye can't handle it. Either reduce the amount of particles or make your aiming reticule and your character have good color contrast with the environment.

Re: Physics-based arena shooter

Posted: Thu Sep 20, 2012 10:43 pm
by kikito
I like it, except the mouse grab.

How am I supposed to exit the game? I had to kill it from the task manager.

Re: Physics-based arena shooter

Posted: Fri Sep 21, 2012 12:19 am
by josefnpat
[derp, duplicate post]

Re: Physics-based arena shooter

Posted: Fri Sep 21, 2012 12:19 am
by josefnpat
josefnpat wrote:
BlackBulletIV wrote:@Lafolie: You're talking "too many particles" as hindering gameplay, not performance, right? It is because missiles explode when hitting shrapnel? I find that can be a real nuisance at times.

@tv_user: Thank you. :)
josefnpat wrote:And wow, I didn't know grabbing the mouse was so restrictive in Linux. The pause menu is coming soon, though I'll probably bind an "emergency key" too.
I would appreciate it very much!
kikito wrote:I like it, except the mouse grab.

How am I supposed to exit the game? I had to kill it from the task manager.
Looks like kikito would too ;)

Re: Physics-based arena shooter

Posted: Fri Sep 21, 2012 3:08 am
by BlackBulletIV
I've put up a new version which you can download from the original post. Here's the changes:
  • Pause menu with access to the options menu and the ability to quit
  • Mouse grab is disabled by default. You can turn it on from the options menu.
  • The game saves (and displays) your highscore.
  • What you select in the options menu will now be saved.
  • The crosshair is now a bit bigger and fully opaque.
  • In addition to the menus, you can quit the game using Ctrl+Q.
Although the options are there, I wouldn't advise changing the resolution from the pause menu since the arena generated based on the resolution. I'll probably change this sometime in the future.

As for the whole "too many particles" thing, it's not something I can reduce that much without effecting gameplay. A large percentage of particles are shrapnel pieces, and shrapnel isn't just a visual effect, but a core gameplay mechanic. Reducing their number would reduce the chances of killing enemies via a missile's explosion (unless of course you think that's needed too). The only thing I could reduce slightly is the number of pieces that enemies shatter into; those aren't essential to gameplay.
dreadkillz wrote:Draw a ray or something from your character to your crosshair. It's really hard to see with all the particles and stuff. Either that or make a bright crosshair. Too many particles like Lafolie said. Not that it hinders my performance but the screen gets really busy and my eye can't handle it. Either reduce the amount of particles or make your aiming reticule and your character have good color contrast with the environment.
I tried drawing a static (non-flexing) ray before, and it looked terrible. I suppose I could try one that flexes to the crosshair (love.graphics.line). For now I've slightly enlarged the crosshair, and made it fully opaque.

But, I really don't see how the crosshair and character aren't already well contrasted with the environment. The background is black, and the player is always at some mixture of bright red and yellow. The only time when the crosshair wouldn't have contrast is when positioned over the enemies, which are coloured shades of grey.

@josefnpat: You might want to delete the first duplicate post. :)

Re: Physics-based arena shooter

Posted: Fri Sep 21, 2012 3:28 am
by Positive07
I am missing a file... so bad :death: in the folder misc there doesnt exists any utils.lua
does this happen just to me? well then i may play it in another moment :awesome: so I'm really waiting for it!!