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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
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!