Page 1 of 6
Physics-based arena shooter
Posted: Thu Sep 20, 2012 7:24 am
by BlackBulletIV
Here's what I've been working on for the past few days, a physics-based arena shooter. As usual, it's using
Ammo. Note that this is a work in progress.
GitHub Repository
Controls
- WASD/Arrows and Space/Enter to use menus
- WASD/Arrows to move player
- Mouse to aim and shoot missiles
- Hold space to activate slowmotion
- Escape to pause
- As an alternative to the pause menu, you can quit by using Ctrl+Q
- Tilde/backtick to open the debug console.
Instructions
- While slowmotion is activated the slowmotion "bar" surrounding the player will be drained. It will slowly recharge afterwards.
- When missiles hit something they explode into many pieces of shrapnel. To kill an enemy you must either hit them a missile directly, or hit them with shrapnel travelling at a high enough speed.
Screenshots (outdated)
- arena-game-2.png (56.74 KiB) Viewed 7382 times
- arena-game.png (89.14 KiB) Viewed 7382 times
Re: Physics-based arena shooter
Posted: Thu Sep 20, 2012 7:52 am
by Roland_Yonaba
Shame on my, my computer doesn't feature canvas.
Anyway, seems to be a good work, I like those screenies.
Besides, code looks clean. Keep up the good work.
Re: Physics-based arena shooter
Posted: Thu Sep 20, 2012 8:14 am
by coffee
- Looking and working very nice.
- Maybe too fast for a start.
- You should add a "Esc" key in game.
Re: Physics-based arena shooter
Posted: Thu Sep 20, 2012 8:20 am
by BlackBulletIV
Roland_Yonaba wrote:Shame on my, my computer doesn't feature canvas.
Anyway, seems to be a good work, I like those screenies.
Besides, code looks clean. Keep up the good work.
Ah yes, of course. Motion blur should now be disabled on computers which don't support canvases. There's also an option to turn it off on computers which do support canvases.
coffee wrote:- Looking and working very nice.
- Maybe too fast for a start.
- You should add a "Esc" key in game.
Thanks. I haven't fleshed the gameplay out all that much yet; I'll be sure to adjust the difficulty in future. And yeah, a pause menu is one of the top priorities right now.
Re: Physics-based arena shooter
Posted: Thu Sep 20, 2012 12:01 pm
by felix24
this is pretty damn sweet man
the slow motion effect is pretty cool. keep up the good work.
Re: Physics-based arena shooter
Posted: Thu Sep 20, 2012 12:20 pm
by Roland_Yonaba
That is addictive as hell. I broke my left-click mouse button.
Actually, I like that slow-motion feature. I do love it.
Hey, isn't there a key to close the game ? As you used
setGrab(), I'm obliged to force-close it.
Ammo is pretty neat, by the way. I'll look into it, may find some inspiring things.
Too bad I can't enjoy that blur effect. That's the price to pay, when you don't have Canvas enabled. I hate you.
Re: Physics-based arena shooter
Posted: Thu Sep 20, 2012 12:22 pm
by Nixola
Roland_Yonaba wrote:That is addictive as hell. I broke my left-click mouse button.
Actually, I like that slow-motion feature. I do love it.
Hey, isn't there a key to close the game ? As you used
setGrab(), I'm obliged to force-close it.
Ammo is pretty neat, by the way. I'll look into it, may find some inspiring things.
Too bad I can't enjoy that blur effect. That's the price to pay, when you don't have Canvas enabled. I hate you.
Try Ubuntu on a CD or an USB Key (or even in a virtual machine), it has software canvas support!
Re: Physics-based arena shooter
Posted: Thu Sep 20, 2012 12:32 pm
by BlackBulletIV
Thanks for the feedback guys.
Roland_Yonaba wrote:That is addictive as hell. I broke my left-click mouse button.
Actually, I like that slow-motion feature. I do love it.
Hey, isn't there a key to close the game ? As you used
setGrab(), I'm obliged to force-close it.
Ammo is pretty neat, by the way. I'll look into it, may find some inspiring things.
Too bad I can't enjoy that blur effect. That's the price to pay, when you don't have Canvas enabled. I hate you.
I found it quite addictive too. For a while I was spending far more time playing than developing.
You'll be able to quit from the pause menu which I'll add soon. I'm so used to using Cmd+Q on OS X that it didn't occur to me that it's not a natural thing to do on other operating systems.
Yeah, Ammo is the organisational library I've been developing on and off for around 1.5 years. I think it's nearly ready for its first release.
Re: Physics-based arena shooter
Posted: Thu Sep 20, 2012 4:14 pm
by josefnpat
It blew up for me :(
Code: Select all
Error: ammo/physics/PhysicalEntity.lua:97: bad argument #3 to 'newFixture' (number expected, got nil)
stack traceback:
[C]: in function 'newFixture'
ammo/physics/PhysicalEntity.lua:97: in function 'addShape'
entities/Barrier.lua:17: in function 'added'
ammo/core/World.lua:150: in function '_updateLists'
ammo/core/World.lua:43: in function 'update'
ammo/physics/PhysicalWorld.lua:42: in function 'update'
worlds/Game.lua:62: in function 'update'
ammo/core/init.lua:33: in function 'update'
main.lua:60: in function 'update'
[string "boot.lua"]:404: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'
Re: Physics-based arena shooter
Posted: Thu Sep 20, 2012 6:11 pm
by paranoiax
josefnpat wrote:It blew up for me
Code: Select all
Error: ammo/physics/PhysicalEntity.lua:97: bad argument #3 to 'newFixture' (number expected, got nil)
stack traceback:
[C]: in function 'newFixture'
ammo/physics/PhysicalEntity.lua:97: in function 'addShape'
entities/Barrier.lua:17: in function 'added'
ammo/core/World.lua:150: in function '_updateLists'
ammo/core/World.lua:43: in function 'update'
ammo/physics/PhysicalWorld.lua:42: in function 'update'
worlds/Game.lua:62: in function 'update'
ammo/core/init.lua:33: in function 'update'
main.lua:60: in function 'update'
[string "boot.lua"]:404: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'
just add 1 as a the third Argument for each newFixture
Its a problem with the Linux version of love I guess. It doesn't set the default value.