Box-Head Adventures - A physics based platform game, Updated
Re: Box-Head Adventures - A physics based platform game, Updated
No, i didn't press "space"... I tried only to reach it, but i haven't been able to stop...
Re: Box-Head Adventures - A physics based platform game, Updated
Odd, you have to jump to get up to the finish, since it's on a platform higher than the one below, like a box over a platform. Are you using LÖVE 0.5.0 or LÖVE 0.6.0?
Re: Box-Head Adventures - A physics based platform game, Updated
0.5.0, but in-game i don't have to jump to climb an obstacle. When i hit one the box guy rolls over it (and i've found it nice)
Re: Box-Head Adventures - A physics based platform game, Updated
What?!
That doesn't happen when I play the game, I have to jump it, or try 15 times...
That doesn't happen when I play the game, I have to jump it, or try 15 times...
Re: Box-Head Adventures - A physics based platform game, Updated
Noticed this bug when I used my schools PC to run the game, pretty odd, because all it uses to move things is the physics, and it is using the dt. So I don't know. I noticed I jumped a little lower too, I guess it's a physics bug or something...
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Re: Box-Head Adventures - A physics based platform game, Updated
Box-Head Adventures requires me to work hard to (just) move around.
I learned a lesson from the Knytt Stories design tour:
I learned a lesson from the Knytt Stories design tour:
David Rosen wrote:In a platformer, the player will spend most of the game running, jumping and climbing, so it's important to make those actions as intuitive and precise as possible. With better controls you can make more complicated levels, without making them frustrating or unfair. The overall difficulty of a game is a combination of the difficulty of controlling your character and the difficulty of the challenges your character faces. It is much more satisfying to have an agile character defeating complex challenges than a clumsy character defeating simple ones.
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
Re: Box-Head Adventures - A physics based platform game, Updated
Do you think that a fat red box can be anything but clumsy?
And this games runs very diffrent on diffrent computers making it harder/easier, I can't fix that...
And this games runs very diffrent on diffrent computers making it harder/easier, I can't fix that...
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Re: Box-Head Adventures - A physics based platform game, Updated
I agree that a "clumsy" and "box" fit. So having a hard time to move the box is realistic but to me it is not enjoyable.kalle2990 wrote:Do you think that a fat red box can be anything but clumsy?
Just in case: I'm not critisizing you or your skills. I hope that letting you know what I experience when playing the game might let you find things you don't like about the game and improve it.
You can control the game speed by using the time difference between two "update(dt)" - I can't explain how exactly to use it though.kalle2990 wrote:And this games runs very diffrent on diffrent computers making it harder/easier, I can't fix that...
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
Re: Box-Head Adventures - A physics based platform game, Updated
That's one way to do it. What I did with my platformer was use an "ideal" dt that would be seen in a perfect world (0.005 IIRC), and then divide the current dt by that. Like:You can control the game speed by using the time difference between two "update(dt)" - I can't explain how exactly to use it though.
Code: Select all
for i=0,dt/idealdt,1 do
Player.y = Player.y + (Player.v/8)
end
On a side note, about the whole "clumsy box" debate, the whole game, down to the music, kinda gives off the feeling of an awkward box. (Hmm. Awkward Box. I should use that sometime...)
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