Lame hack of "lovalanche"
Posted: Wed Aug 04, 2010 3:18 am
Here it is.
It's basically a zero-player "game" -- really, a demo that pretends to be a game.
It just drops balls through a basic pachinko-style board (with all of three square pegs) and uses some obtuse mathematics to play with scores, combos, that sort of thing. While it's completely uninteractive, it can be kind of fun to watch, and was my first delve into LOVE.
For those that delve into the source, some explanations:
This makes no sense!
I mean, love.draw isn't for updating, and you're completely ignoring dt!
You would think so, but the "game" runs at 60 FPS. Linking it to the draw function makes it so that it doesn't choke if you decide to move the window, which if you happen to move when you have physics active, well... hope you don't mind a crash (or some severely goofy physics, like everything compressing on top of other stuff.) It takes the "slowdown is better than dropping frames" approach, so that in the event some complex stuff happens that happens to take too long, the game won't penalize the player (and will give an advantage, instead -- which wouldn't leave the player feeling ripped off). Granted, this is simple enough that the FPS rarely drops below 60, so it's smooth as butter with no random physics jibbling.
You load the same audio source 5 times.
Yes, to implement channels. This way, multiple sound effects can stack without hearing it suddenly rewind to the start each time. Having 5 helps make it so that, even in the even that it does catch up to itself, it's really hard to notice.
This is just a copy of LOVEalanche!
That would kind of be the point, yes.
The images aren't in powers of two!
I am well aware. I don't have the editing software to increase padding without ruining the alpha channel. MS Paint is not a good graphics tool.
Why is the sound effect so quiet?
I often ran this in the background with music, and having 5 copies of the same effect at once can be kind of loud. It's turned down just as convenience, since it's not exactly critical or anything.
Other than that, it is what it is -- a simple, goofy demo I did in my spare time with no interactivity. If there's a better way to do anything (especially audio channels! I don't want to have to resort to having 4 copies of every sound effect just in case action gets complex), feel free to let me know.
It's basically a zero-player "game" -- really, a demo that pretends to be a game.
It just drops balls through a basic pachinko-style board (with all of three square pegs) and uses some obtuse mathematics to play with scores, combos, that sort of thing. While it's completely uninteractive, it can be kind of fun to watch, and was my first delve into LOVE.
For those that delve into the source, some explanations:
This makes no sense!
Code: Select all
function love.update(dt)
end;
function update2(dt) -- Called from love.draw, always as update2(1/60).
world:update(dt)
....
You would think so, but the "game" runs at 60 FPS. Linking it to the draw function makes it so that it doesn't choke if you decide to move the window, which if you happen to move when you have physics active, well... hope you don't mind a crash (or some severely goofy physics, like everything compressing on top of other stuff.) It takes the "slowdown is better than dropping frames" approach, so that in the event some complex stuff happens that happens to take too long, the game won't penalize the player (and will give an advantage, instead -- which wouldn't leave the player feeling ripped off). Granted, this is simple enough that the FPS rarely drops below 60, so it's smooth as butter with no random physics jibbling.
You load the same audio source 5 times.
Yes, to implement channels. This way, multiple sound effects can stack without hearing it suddenly rewind to the start each time. Having 5 helps make it so that, even in the even that it does catch up to itself, it's really hard to notice.
This is just a copy of LOVEalanche!
That would kind of be the point, yes.
The images aren't in powers of two!
I am well aware. I don't have the editing software to increase padding without ruining the alpha channel. MS Paint is not a good graphics tool.
Why is the sound effect so quiet?
I often ran this in the background with music, and having 5 copies of the same effect at once can be kind of loud. It's turned down just as convenience, since it's not exactly critical or anything.
Other than that, it is what it is -- a simple, goofy demo I did in my spare time with no interactivity. If there's a better way to do anything (especially audio channels! I don't want to have to resort to having 4 copies of every sound effect just in case action gets complex), feel free to let me know.