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Re: Tilt reboot - need as many testers as possible!

Posted: Tue Apr 19, 2011 5:08 pm
by LuaWeaver
Works just like teh video. Look at mai test on Windows 7. Lookie :3 http://www.youtube.com/watch?v=I_BULkdohZY

Re: Tilt reboot - need as many testers as possible!

Posted: Thu Apr 21, 2011 10:41 am
by drunken_munki
nil

Re: Tilt reboot (alpha 2) - need as many testers as possible

Posted: Thu Jun 02, 2011 5:14 pm
by Tesselode
Alpha 2 is out. It's good to know that no one on this forum is having problems so far; now I'll see if I can get anyone on TIGSource to test it (they're the ones who had problems before). So yeah, more testing would be appreciated. Just want to make sure my code is solid before I start doing fancy stuff again.

Re: Tilt reboot (alpha 2) - need as many testers as possible

Posted: Thu Jun 02, 2011 8:00 pm
by tentus
Tesselode wrote:Alpha 2 is out. It's good to know that no one on this forum is having problems so far; now I'll see if I can get anyone on TIGSource to test it (they're the ones who had problems before). So yeah, more testing would be appreciated. Just want to make sure my code is solid before I start doing fancy stuff again.
Works perfectly for me.

One quick note: The setColor on line 91 is unneeded, you'll always be at 255, 255, 255, 255 because of the setColor on line 108. Same goes for the else setColor on lines 99-100.

Alternatively, you could change out the color values slightly to be a little more pleasing to the eye. For example, I switched to setColor(64, 128, 255) on line 91, setColor(255, 32, 32) on line 98, setColor(196, 128, 64) on line 100, and left line 108 alone. Putting in just a little more color, somewhat muted in saturation, makes the game much easier to look at.

Edit: Also, this adds some interesting replay value to this alpha:

Code: Select all

function love.keypressed(key, unicode)
	if tonumber(key) ~= nil then
		world:setGravity(0, tonumber(key) * 100)
	end
end
All it does is make the gravity equal to the number you press, times 100.

Re: Tilt reboot (alpha 2) - need as many testers as possible

Posted: Thu Jun 02, 2011 8:28 pm
by sentry
Hi, The test ran like your vid without any glitches.

Re: Tilt reboot (alpha 2) - need as many testers as possible

Posted: Thu Jun 02, 2011 9:08 pm
by TechnoCat
It works well, but I found it nearly impossible to get from the first bracket to the second.

Re: Tilt reboot (alpha 2) - need as many testers as possible

Posted: Mon Jul 04, 2011 7:00 pm
by Tesselode
Here's alpha 3. I got the level loader working again, and I improved it by using length and angle for the platforms instead of width and height. There's a preview level which shows off platforms, walls, and springs. And I'm using hump for gamestates and timers.

I'm having a problem with the .love file, and I'm not sure if anyone else is going to have this problem too, but it's complaining about states/gameplay/levelloader.lua being missing. It's there. I don't see what the problem is. When it's not in a .love file, it works fine. If anyone can tell me why this is, that would be great. It would also be great if anyone could tell me why the platform refuses to rotate when you start the game sometimes.

Re: Tilt reboot (alpha 2) - need as many testers as possible

Posted: Tue Jul 05, 2011 6:33 pm
by Tesselode
OK, so the missing file problem is only occurring in Linux. Any idea why that is?

Edit: It only seems to dislike it when the file is two folders deep. Moving levelloader.lua into "states" works just fine.

Re: Tilt reboot (alpha 2) - need as many testers as possible

Posted: Tue Jul 05, 2011 7:40 pm
by Robin
It's because you have a file called "gameplay.lua" next to your "gameplay" folder. I guess the loader gets confused by that.

Re: Tilt reboot (alpha 2) - need as many testers as possible

Posted: Wed Jul 13, 2011 12:28 am
by Lua Hal
I didn't find a bug, but I suggest a setting for the weight of the ball, it seemed far to light.
Also, maybe alternately use the arrow keys or WASD to control the movement of the paddles, the mouse seemed clunky and hard to use.