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Super Robot ("arena combat") [working title, early WIP]

Posted: Sat Dec 15, 2012 7:11 am
by scutheotaku
Hi all,

First of all, this is my first post here, so...hello! I just started with LOVE two or three nights ago, and so far I'm really enjoying it. It seems ideal for both rapidly prototyping ideas and for creating whole games, which is great! Lua is also growing on me, though I still type plenty of brackets and semicolons without realizing it :D

Anyways, you'll find a VERY early version of a simple game I'm working on with LOVE. This version is much earlier than I would normally post, but I wanted to say hi so I figured I'd post it.

About the game:
The game, currently under the working title "Super Robot," will be a sideview, physics-based, "arena game" where you, a Japanese anime-style giant robot, will face off against waves of enemy robots.

Currently, I have some basic physics in (courtesy of the LOVE wiki's Physics tutorial), the basic player movement, aiming, jump/booster, and firing controls. I also have basic bullets setup, and enemies which chase the player, can be destroyed by bullets, and will respawn at a random location. All of the graphics are, obviously, placeholders, as are the enemies and the player's current weapon.

Some things I plan on adding (not including some of the more obvious things like graphics, menus, etc...):
8-directional aiming instead of the current 4 direction aiming (this should be relatively simple to do, though I'll need to rewrite my rudimentary aiming code)
Auto walking/flying mode switches when the player touches or leaves the ground, with walking mode having slightly different physics (more friction, not as bouncy)
Weapon powerups (nothing complicated. The player will have a base "blaster" weapon, and then pickups will give them an alternate weapon with a finite number of shots that will be fired with a different key. This could be rockets, grenades, etc...)
Player health bar and health powerups
At least 3 or 4 different types of enemies
High score system (I would normally use a MySQL database for this sort of thing, though I'm not sure yet how to go about this with Lua/LOVE)

Well, the current version is attached. Here are the controls:
Left and Right directional keys: move left and right, aim left and right
Up and Down directional keys: aim up and down
Z key: vertical booster
X key: fire bullets
Thanks for checking it out!

-Ben

Re: Super Robot ("arena combat") [working title, early WIP]

Posted: Sat Dec 15, 2012 12:39 pm
by Nixola
When I open it LÖVE simply crashes. LÖVE's window appears, it disappears a moment later and then I get the "love.exe has stopped working" Windows window, on Windows 7 x64 with an Nvidia GeForce 560 Ti... It's the first LÖVE game I can't run on this PC because of this problem or a similar one

Re: Super Robot ("arena combat") [working title, early WIP]

Posted: Sat Dec 15, 2012 1:09 pm
by substitute541
I would suggest not using Full Screen when your game is in early beta... Also, no crash.

Re: Super Robot ("arena combat") [working title, early WIP]

Posted: Sat Dec 15, 2012 1:21 pm
by Nixola
It crashed because it tried to set 1280x1024 fullscreen, I've got a 1360x768 here; I deactivated fullscreen and it's running fine

How do we aim, jump/boost or fire? I messed a bit with mouse and keyboard but I could only run

Re: Super Robot ("arena combat") [working title, early WIP]

Posted: Sat Dec 15, 2012 4:05 pm
by scutheotaku
Hi guys,

Sorry, I left the fullscreen part in there for testing. I updated it.

Also, I mentioned the controls in the first post, but here they are again :)
Left and Right directional keys: move left and right, aim left and right
Up and Down directional keys: aim up and down
Z key: vertical booster
X key: fire bullets
Thanks for looking!

Re: Super Robot ("arena combat") [working title, early WIP]

Posted: Sun Dec 23, 2012 12:01 am
by holothurian
I think it's a pretty solid prototype. The box physics seems to be working pretty well. However, you feel like a ball at the moment - not a mech! Also, the movement system being the same as the aiming system means that a lot of cool things can't be done. Have you considered separating those out and having shooting/aiming controlled by mouse movement instead?

Re: Super Robot ("arena combat") [working title, early WIP]

Posted: Sun Dec 23, 2012 11:04 pm
by wssmith04
Hey, this is really fun, especially for an early work in progress! I agree about using the mouse for shooting... I'd love to see a little crosshair image that follows the mouse cursor so you can shoot in 360 degrees.

Again: great start! :D

--Will