I also have a cat.
Her name is Lua.
No joke.
My own action adventure engine
- kikito
- Inner party member
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Re: My own action adventure engine
When I write def I mean function.
- arquivista
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Re: My own action adventure engine
So, it's was in code language tribute or you had called Luna right? My current cat is very old (+10) but really don't have this time a name.kikito wrote: Her name is Lua.
Kitties forever
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Re: My own action adventure engine
I feel like I should point out that I'm allergic to cats.
Edit: On a slightly less tragic note, how do you guys feel about actors sliding around each other? Actors sliding around the terrain (e.g. around corners) makes the movement smoother, but what about actors pushing past each other? If you move north and push against an NPC, do you expect to or want to slide to the left or right?
Edit: On a slightly less tragic note, how do you guys feel about actors sliding around each other? Actors sliding around the terrain (e.g. around corners) makes the movement smoother, but what about actors pushing past each other? If you move north and push against an NPC, do you expect to or want to slide to the left or right?
Re: My own action adventure engine
I've experimenting with the physics. Play this for a bit and tell me how you feel about the player character's movement.
- Attachments
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- SpaceNinja.love
- Tweaked collision
- (148.06 KiB) Downloaded 132 times
- nevon
- Commander of the Circuloids
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Re: My own action adventure engine
VideroBoy wrote:I've experimenting with the physics. Play this for a bit and tell me how you feel about the player character's movement.
Code: Select all
nevon@nevon-desktop:~$ love Desktop/SpaceNinja.love
love: modules/physics/box2d/Source/Collision/Shapes/b2Shape.cpp:102: void b2Shape::CreateProxy(b2BroadPhase*, const b2XForm&): Assertion `inRange' failed.
Aborted
- arquivista
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Re: My own action adventure engine
I had a Love crash when crossing back to first area. Tried to replicate again but never crashed again.VideroBoy wrote:I've experimenting with the physics. Play this for a bit and tell me how you feel about the player character's movement.
EDITED. here is the console log
Code: Select all
Process: love [2315]
Path: /Applications/love.app/Contents/MacOS/love
Identifier: org.love2d.love
Version: ??? (0.7.0)
Code Type: X86 (Native)
Parent Process: launchd [1189]
OS Version: Mac OS X 10.6.5 (10H574)
Report Version: 6
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000f7e95d7b
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 com.yourcompany.Lua 0x0063a4d3 luaH_getnum + 28
1 com.yourcompany.Lua 0x0061d98d lua_rawgeti + 55
2 org.love2d.love 0x00030298 love::Reference::push() + 40
3 org.love2d.love 0x000810be love::physics::box2d::World::ContactCallback::process() + 100
4 org.love2d.love 0x000811d5 love::physics::box2d::World::update(float) + 51
5 org.love2d.love 0x00076cb5 love::physics::box2d::w_World_update(lua_State*) + 83
6 com.yourcompany.Lua 0x00628623 luaD_precall + 890
7 com.yourcompany.Lua 0x0063f5f7 luaV_execute + 7461
8 com.yourcompany.Lua 0x00628895 luaD_call + 165
9 com.yourcompany.Lua 0x0061e145 f_call + 48
10 com.yourcompany.Lua 0x00627aba luaD_rawrunprotected + 73
11 com.yourcompany.Lua 0x00628c04 luaD_pcall + 99
12 com.yourcompany.Lua 0x0061e1ea lua_pcall + 163
13 com.yourcompany.Lua 0x00623cfd luaB_xpcall + 104
14 com.yourcompany.Lua 0x00628623 luaD_precall + 890
15 com.yourcompany.Lua 0x0063f5f7 luaV_execute + 7461
16 com.yourcompany.Lua 0x00628895 luaD_call + 165
17 com.yourcompany.Lua 0x0061e0eb lua_call + 67
18 org.love2d.love 0x000301e8 SDL_main + 452
19 org.love2d.love 0x0008a2ef -[SDLMain applicationDidFinishLaunching:] + 95
20 com.apple.Foundation 0x97f0e4df _nsnote_callback + 176
21 com.apple.CoreFoundation 0x97b2b793 __CFXNotificationPost + 947
22 com.apple.CoreFoundation 0x97b2b19a _CFXNotificationPostNotification + 186
23 com.apple.Foundation 0x97f03384 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128
24 com.apple.Foundation 0x97f10789 -[NSNotificationCenter postNotificationName:object:] + 56
25 com.apple.AppKit 0x965f7422 -[NSApplication _postDidFinishNotification] + 125
26 com.apple.AppKit 0x965f7332 -[NSApplication _sendFinishLaunchingNotification] + 74
27 com.apple.AppKit 0x96810b91 -[NSApplication(NSAppleEventHandling) _handleAEOpenDocumentsForURLs:] + 975
28 com.apple.AppKit 0x9674e194 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 236
29 com.apple.Foundation 0x97f437a4 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 511
30 com.apple.Foundation 0x97f43568 _NSAppleEventManagerGenericHandler + 228
31 com.apple.AE 0x92f8cf58 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 166
32 com.apple.AE 0x92f8ce57 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 43
33 com.apple.AE 0x92f8cd61 aeProcessAppleEvent + 197
34 com.apple.HIToolbox 0x95cf3323 AEProcessAppleEvent + 50
35 com.apple.AppKit 0x965c79ca _DPSNextEvent + 1420
36 com.apple.AppKit 0x965c6fce -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156
37 com.apple.AppKit 0x96589247 -[NSApplication run] + 821
38 org.love2d.love 0x0008ab69 main + 1887
39 org.love2d.love 0x0002fe2a start + 54
Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x93b33982 kevent + 10
1 libSystem.B.dylib 0x93b3409c _dispatch_mgr_invoke + 215
2 libSystem.B.dylib 0x93b33559 _dispatch_queue_invoke + 163
3 libSystem.B.dylib 0x93b332fe _dispatch_worker_thread2 + 240
4 libSystem.B.dylib 0x93b32d81 _pthread_wqthread + 390
5 libSystem.B.dylib 0x93b32bc6 start_wqthread + 30
Thread 2:
0 libSystem.B.dylib 0x93b0d15a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x93b3ace5 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x93b69ac8 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x948fa3c7 CAGuard::WaitFor(unsigned long long) + 219
4 com.apple.audio.CoreAudio 0x948fd3f9 CAGuard::WaitUntil(unsigned long long) + 289
5 com.apple.audio.CoreAudio 0x948facf6 HP_IOThread::WorkLoop() + 1892
6 com.apple.audio.CoreAudio 0x948fa58d HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x948fa4a4 CAPThread::Entry(CAPThread*) + 140
8 libSystem.B.dylib 0x93b3a85d _pthread_start + 345
9 libSystem.B.dylib 0x93b3a6e2 thread_start + 34
Thread 3:
0 libSystem.B.dylib 0x93b0d20e mach_wait_until + 10
1 libSystem.B.dylib 0x93b94819 nanosleep + 345
2 SDL 0x005e3453 SDL_Delay + 99
3 org.love2d.love 0x0003d039 love::audio::openal::Audio::run(void*) + 35
4 SDL 0x005d4ecd SDL_Linked_Version + 397
5 SDL 0x005e31f1 SDL_SemWait + 49
6 libSystem.B.dylib 0x93b3a85d _pthread_start + 345
7 libSystem.B.dylib 0x93b3a6e2 thread_start + 34
Thread 4:
0 libSystem.B.dylib 0x93b0d20e mach_wait_until + 10
1 libSystem.B.dylib 0x93b94819 nanosleep + 345
2 SDL 0x005e35c3 SDL_Delay + 467
3 SDL 0x005d4ecd SDL_Linked_Version + 397
4 SDL 0x005e31f1 SDL_SemWait + 49
5 libSystem.B.dylib 0x93b3a85d _pthread_start + 345
6 libSystem.B.dylib 0x93b3a6e2 thread_start + 34
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0xf7e95d5f ebx: 0x0063a4c9 ecx: 0x0007f60a edx: 0xa0678067
edi: 0x00000003 esi: 0x00b18b80 ebp: 0xbfffe438 esp: 0xbfffe400
ss: 0x0000001f efl: 0x00010282 eip: 0x0063a4d3 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0xf7e95d7b
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Re: My own action adventure engine
I thought I fixed that bug.
Edit: I tried it again myself. After walking between maps a bunch of times I got it to crash once for reasons I can't really comprehend. Seems to be a Box2D error, since all I changed was the physics and that's the part that always crashes without an error message that's actually useful.
Edit: I tried it again myself. After walking between maps a bunch of times I got it to crash once for reasons I can't really comprehend. Seems to be a Box2D error, since all I changed was the physics and that's the part that always crashes without an error message that's actually useful.
- arquivista
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Re: My own action adventure engine
Yep, I also couldn't explain, like I said I couldn't replicate the error then and I did a lot to provoke it. I also think that was an box2d error. One of the first things to appear in crash logVideroBoy wrote:I thought I fixed that bug.
Edit: I tried it again myself. After walking between maps a bunch of times I got it to crash once for reasons I can't really comprehend. Seems to be a Box2D error, since all I changed was the physics and that's the part that always crashes without an error message that's actually useful.
Code: Select all
2 org.love2d.love 0x00030298 love::Reference::push() + 40
3 org.love2d.love 0x000810be love::physics::box2d::World::ContactCallback::process() + 100
4 org.love2d.love 0x000811d5 love::physics::box2d::World::update(float) + 51
5 org.love2d.love 0x00076cb5 love::physics::box2d::w_World_update(lua_State*) + 83
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- bartbes
- Sex machine
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Re: My own action adventure engine
It almost certainly isn't box2d's direct fault, it's probably something in the box2d wrappers, anjo and I are on it.
Re: My own action adventure engine
Just speculating here, but it might have something to do with the collision callbacks.
When the player hits a special "portal" box (placed outside the edge of the map) there's a callback that checks which direction the player came from. If it's the right direction the player gets sent to a new map, which requires recreating a new physics world and all bodies in it (including the player). Previously the player just had one collision shape, but now I'm trying to give it several (to create a pill-shape, to be specific). All of these shapes are set to be recognized by the collision callback that handles map transitions, so there might be some kind of conflict.
Edit
Here's an updated version, though it still has the map transition crash. I've also thrown in a third map to test vertical transitions and view centring.
When the player hits a special "portal" box (placed outside the edge of the map) there's a callback that checks which direction the player came from. If it's the right direction the player gets sent to a new map, which requires recreating a new physics world and all bodies in it (including the player). Previously the player just had one collision shape, but now I'm trying to give it several (to create a pill-shape, to be specific). All of these shapes are set to be recognized by the collision callback that handles map transitions, so there might be some kind of conflict.
Edit
Here's an updated version, though it still has the map transition crash. I've also thrown in a third map to test vertical transitions and view centring.
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