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Re: Rocket Mouse v0.0.4
Posted: Sun Jul 05, 2009 3:41 pm
by Xcmd
Robin wrote:This was fun, for a while. I hope you find inspiration to make a game from this tech demo
. (Idea: what if you need to dodge all kinds of space junk to safely make it to the top? You know, abandoned satellites, stages from old rockets, that sort of junk.)
Might be fun, although I'd have to get a better understanding of the collision system for the physics engine. I'm going to look it over more thoroughly today and see if I can get a better understanding of it.
Re: Rocket Mouse v0.0.5
Posted: Mon Jul 06, 2009 10:47 pm
by qubodup
Suggestions:
1. auto-place rocket at start position after loosing or winning (no restart button required) and simply show the old score until button is pressed (which will start new game)
- bamb.png (606 Bytes) Viewed 7268 times
2. put fuel info inside rocket as colored bars with height depending on fuel level. use roof, not floor (otherwise fuel bar will be gone though there is a little fuel left)
3. use flame image/animation for indicating active booster
4. put scores counter into rocket (not sure why, probably since eyes are on fuel bars anyway and to integrate the scores counter)
anthing copyable in this post is public domain/cc0
Re: Rocket Mouse v0.0.5
Posted: Tue Jul 07, 2009 12:25 am
by Xcmd
qubodup wrote:Suggestions:
1. auto-place rocket at start position after loosing or winning (no restart button required) and simply show the old score until button is pressed (which will start new game)
bamb.png
2. put fuel info inside rocket as colored bars with height depending on fuel level. use roof, not floor (otherwise fuel bar will be gone though there is a little fuel left)
3. use flame image/animation for indicating active booster
4. put scores counter into rocket (not sure why, probably since eyes are on fuel bars anyway and to integrate the scores counter)
anthing copyable in this post is public domain/cc0
That all looks like great suggestions. I'll get on that just as soon as I figure out how to make this into an actual game. Right now it's just a tech demo...
Re: Rocket Mouse v0.0.5
Posted: Tue Jul 07, 2009 4:19 am
by Xcmd
The next thing I'm hoping to incorporate... well... take a look:
Code: Select all
math.randomseed( os.time() )
function load()
rocks = {}
rockShapes = {}
rockCount = 0
theWorld = love.physics.newWorld(800, 600)
rockCount = 64
for x = 1,rockCount,1 do
rocks[x] = love.physics.newBody(theWorld, math.floor(math.random(800)), math.floor(math.random(600)))
rockShapes[x] = love.physics.newCircleShape(rocks[x], math.floor(math.random(16)))
end
end
function update( dt )
theWorld:update(dt)
end
function draw()
for a,x in pairs(rockShapes) do
love.graphics.circle(1, rocks[a]:getX(), rocks[a]:getY(), rockShapes[a]:getRadius())
end
end
function keypressed( key )
if key == love.key_space then
for x = 1,rockCount,1 do
rocks[x]:applyImpulse(100 - math.floor(math.random(0, 200)), 100 - math.floor(math.random(0, 200)))
end
end
end
I didn't splice it into it's own .love file for the very simple reason that, honestly, I didn't want to. Right now 64 is far too many for the purposes of this measly thing, but I was thinking that something like this might... spice things up, eh? Any opinions?
Re: Rocket Mouse v0.0.5
Posted: Tue Jul 07, 2009 9:17 am
by Robin
Oh, this is great! I added this to the update() function:
Code: Select all
for a,x in pairs(rockShapes) do
rocks[a]:setX(rocks[a]:getX() % 800)
rocks[a]:setY(rocks[a]:getY() % 600)
end
Because all the rocks would fly off-screen after a while, and I thought that was a bit boring
.
Re: Rocket Mouse v0.0.5
Posted: Tue Jul 07, 2009 1:19 pm
by Xcmd
Nice! I have no idea what that's doing but I like it.
Re: Rocket Mouse v0.0.5
Posted: Tue Jul 07, 2009 1:33 pm
by Robin
Xcmd wrote:Nice! I have no idea what that's doing but I like it.
Not? It makes sure the rocks stay on screen by modulus: 801 % 800 ==> 1, so the rocks wrap, just like in Astroids.
Re: Rocket Mouse v0.0.6
Posted: Tue Jul 07, 2009 1:35 pm
by Xcmd
I figured, but I'm not familiar with the % and what it does in Lua's math functions. New version up.
Re: Rocket Mouse v0.0.6
Posted: Tue Jul 07, 2009 1:50 pm
by Robin
The rocks add a challenge, but without gravity, it's too simple. You could manually apply force to the player's ship, or add something else that makes it harder -- I don't know what though.
Xcmd wrote:I figured, but I'm not familiar with the % and what it does in Lua's math functions.
Well, you figured it right.
Re: Rocket Mouse v0.0.6
Posted: Sat Jul 11, 2009 10:49 am
by ljdp
Make it a scrolling game. have power ups:
Speed up
Slow down
Slow rate gun
Fast rate gun
Blast
Have the base speed get faster and faster too.