C.M.Y.K - local multiplayer game

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ejmr
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Re: C.M.Y.K - local multiplayer game

Post by ejmr »

micha wrote:
SiENcE wrote:But therefore i need to get feedback, reviews or ... to feel it's worth to port and enhance it.
I see a hen-egg-situation here. For me, too, going back to 0.7.2 is too much of an effort.

I bet many others (including me) are happy to give feedback, if testing the game didn't have this one barrier.
Micha is right. I would be happy to give feedback and help you with any problems you may run into by upgrading the game for 0.9.0, and no doubt others would do the same. But lots of us here are working on games of our own and thus don’t want to down-grade our LÖVE installations, only to re-upgrade them later.

(Random aside: Does LÖVE have a tool similar to Python’s 2to3 for automatically updating projects for new releases? As in updating all renamed functions, warning about deprecated ones, etc.)
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SiENcE
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Re: C.M.Y.K - local multiplayer game

Post by SiENcE »

I understand your problem and i suspect, you all use linux. Because windows users just start the exe and no problems :). I made this game with windows in mind :-/.

First I have to take a look at the changes from 0.7.2 -> 0.9.0. Than convert and setup linux and macosx. Uh..much stuff...for such a little game :-/.
ejmr wrote:(Random aside: Does LÖVE have a tool similar to Python’s 2to3 for automatically updating projects for new releases? As in updating all renamed functions, warning about deprecated ones, etc.)
I know a compatibility lib for love 0.8.0 -> 0.9.0, but updater.

But i have one question: What does linux users do, when they want to run thier old löve games!? I mean...you cannot always update all your old löve stuff, just to play a game.

On windows i have different löve runtimes beside and start the one i need.
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micha
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Re: C.M.Y.K - local multiplayer game

Post by micha »

Yes, correct. I am on linux.
SiENcE wrote:But i have one question: What does linux users do, when they want to run thier old löve games!? I mean...you cannot always update all your old löve stuff, just to play a game.
As far as I know, it is possible to have multiple version of LÖVE on one linux computer, but then one cannot use the packet manager. Instead one would have to compile the individual versions from source. (But I might be wrong.)
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Re: C.M.Y.K - local multiplayer game

Post by Robin »

ejmr wrote:(Random aside: Does LÖVE have a tool similar to Python’s 2to3 for automatically updating projects for new releases? As in updating all renamed functions, warning about deprecated ones, etc.)
I wrote a tool called hand-holder.lua for updating games from 0.5.0 to 0.6.0.
hand-holder.lua
(9.65 KiB) Downloaded 105 times
It is a very big hack, and is very specific for the changes for 0.6.0, but maybe it'll be useful for someone as inspiration.

I never felt the need to create a new version of hand-holder, because none of the new versions where so big and broke so many things as 0.6.0 did.
micha wrote:As far as I know, it is possible to have multiple version of LÖVE on one linux computer, but then one cannot use the packet manager. Instead one would have to compile the individual versions from source. (But I might be wrong.)
Yeah, LÖVE installed via package manager simply overwrites /usr/bin/love regardless of the version.
Help us help you: attach a .love.
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Jasoco
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Re: C.M.Y.K - local multiplayer game

Post by Jasoco »

SiENcE wrote:I coded the game 2 years ago. We played the game only on private partys :). Some friends told me to release it.

So i fixed two anoying bugs and released it. If people play and like it i will do a 0.9.0 version with shaders.

I think the idea is nice and it's fun to play. Could be enhanced with bumpers, shaders and powerups.

But therefore i need to get feedback, reviews or ... to feel it's worth to port and enhance it.
Ah, okay. That makes more sense. Yeah, you should definitely look into porting it. A lot has changed since 7 but it's worth it.
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Re: C.M.Y.K - local multiplayer game

Post by Germanunkol »

I too only have 0.8 and 0.9 installed. I was going to try it but failed because of that. And, yes, Linux as well.
SiENcE wrote: First I have to take a look at the changes from 0.7.2 -> 0.9.0. Than convert and setup linux and macosx. Uh..much stuff...for such a little game :-/.
Maybe I misunderstand you, but you DON'T need Linux or Mac to develop for it. As long as you use plain Lua and Löve, all you need to do is port the game to 0.9, and then give us the .löve (or even the .exe - we can usually run that, too). That's the great part about cross-platform games: They run on all three platforms.

Also, most of the work will be renaming the functions. For example: Your game currently fails on 0.9 with a "unknown function: newPixelEffect" or similar: You just have to rename that and the error is gone.
I've ported some games to 0.9, and unless you use threads, the rest of the changes seem to be minor, mostly. You might be done in an hour or two...
And you'd make us very happy :D
I'd love to try it!
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SiENcE
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Re: C.M.Y.K - local multiplayer game

Post by SiENcE »

I know ... thats why i love löve :)

The game supports all kind of joysticks and without it's not really enjoyable. So it's more the testing part where it becomes complicated.

Anyway, the feedback is great and I try to port it as fast as i can to love 0.9.0 :) !
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Re: C.M.Y.K - local multiplayer game

Post by T-Bone »

My game (which is soon done by the way) was started so long ago that it still supports 0.7.2. Making everything compatible with 0.7.2, 0.8.0 and 0.9.0 isn't all that difficult (although I had to do some hacky things here and there).
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SiENcE
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Re: C.M.Y.K - local multiplayer game

Post by SiENcE »

Yeah...i have also another game in development for about 2 years now (an rpg) and this supports 0.7.2, 0.8.0 and now 0.9.0. But it's a lot easier when you do not use the Box2d physics :).
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Re: C.M.Y.K - local multiplayer game

Post by BozoDel »

SiENcE, you should put up a big sign saying THIS GAME RUNS ON WINE. Cause it does. Come on, guys, did none of you test it?

Anyway, seems pretty interesting. I'll definitely make a video if I ever get back to making videos. Someday.
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