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AlienSlime! (GlobalGameJam2011)

Posted: Mon Jan 31, 2011 12:54 pm
by ghoulsblade

Re: AlienSlime! (GlobalGameJam2011)

Posted: Mon Jan 31, 2011 3:05 pm
by TechnoCat
Haha, very nice game. Reminds me of deathball a lot.

Re: AlienSlime! (GlobalGameJam2011)

Posted: Mon Jan 31, 2011 5:03 pm
by vrld
Yeah, kill those puny humans!

Re: AlienSlime! (GlobalGameJam2011)

Posted: Mon Jan 31, 2011 5:53 pm
by ghoulsblade
we used the "tiled" map editor ( http://www.mapeditor.org/ )
which supports multiple layers and has a xml based map format.

since we couldn't find a loader for lua/love at the gamejam,
i now extracted everything needed to load and display one of those map files into a single lua file,
might be useful for a few people at the next game jam.

EDIT : also wrote it to the wiki : http://love2d.org/wiki/TiledMapLoader

Re: AlienSlime! (GlobalGameJam2011)

Posted: Mon Jan 31, 2011 6:04 pm
by kikito
Well, I knew of one implementation, but I personally like yours better.

Also, nice game!

Re: AlienSlime! (GlobalGameJam2011)

Posted: Thu Mar 10, 2011 8:32 pm
by SiENcE
Image

I found Alien Slime mentioned in the german "making games magazin".

The first LÖVE Game mentioned in press ;-) ?

good job!

Re: AlienSlime! (GlobalGameJam2011)

Posted: Fri Mar 11, 2011 8:00 am
by crow
Very nice work and the amount of replies you have for this project is just epic very very nice work 10 ++ for you and the dev team

Re: AlienSlime! (GlobalGameJam2011)

Posted: Wed Aug 14, 2013 10:07 pm
by Senevri
I found this before the Advanced Tiled Loader, and this seems sufficient with the following addition:

Code: Select all

function TiledMap_Objects(filename, objectname)
	local xml = LoadXML(love.filesystem.read(filename))
	local objects = {}
	for k, sub in ipairs(xml[2]) do
		if (sub.label == "objectgroup") then 
			print ("found objectgroup")
			for l, child in ipairs(sub) do
				to = child.xarg
				to.properties = nil
				if child[1] ~= nil then 					
					to.properties = {}
					local property = {}
					for i, prop in ipairs(child[1]) do						
						
						local name = prop.xarg.name
						local value = prop.xarg.value
						--property[name]=value
						property.name = name
						property.value = value
					end
					table.insert(to.properties, property)						
				end
				if objectname == nil then 
					table.insert(objects, to)
				else
					if child.xarg.name == objectname then 					
						table.insert(objects, to)
					end
				end				
			end
		end
	end
	return objects
end
So I can access defined start areas etc.
*edit*
I had a need to access created properties (ie. a chest object could contain a 'loot' property, so I ended up expanding this. I should really switch the loader I'm using, but this is working for now. Hm.

Re: AlienSlime! (GlobalGameJam2011)

Posted: Tue Jul 21, 2015 1:46 pm
by congusbongus
Thanks for the Tiled loader, it's a great start.

I've started extending it a bit (CSV encoding support, arbitrary tile sizes) at https://github.com/cxong/LoveTiledMap so feel free to try it out!