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Tilt reboot (alpha 4) - need as many testers as possible!
Posted: Thu Apr 07, 2011 11:08 pm
by Tesselode
Remember Tilt, my 2d labyrinth physics game from a while back? Of the handful of people who played it, a lot of people experienced glitches, including me, and the code was kind of a mess.
I think I'm going to try re-coding Tilt with a focus on having simple and thoroughly-tested code. For this reason, I would like to have
as many people test this as possible.
Here's how to test it!
1. Watch this video of the game running.
2. Download and run the game.
3. Tell me how it ran on your computer compared to the video. If it's the same, great! If it's different, tell me what's different. (It'll be even better if you test it with vsync both on and off in the conf.lua file.)
If you have a few minutes to spare, please test this. I'll give you a virtual cookie.
Re: Tilt reboot (alpha 1) - need as many testers as possible
Posted: Fri Apr 08, 2011 12:53 am
by Taehl
It seems to play pretty much the same on my machine.
Re: Tilt reboot - need as many testers as possible!
Posted: Fri Apr 08, 2011 5:41 am
by ivan
Worked about the same as it looked in the video.
I noticed in your code that you're not using accumulators.
Box2D doesn't like variable time intervals so you should look into that if you want your game to run super-smooth on all machines.
Re: Tilt reboot - need as many testers as possible!
Posted: Fri Apr 08, 2011 6:52 am
by sharpobject
What do I have to do to get a new ball?
Re: Tilt reboot - need as many testers as possible!
Posted: Fri Apr 08, 2011 11:17 am
by Tesselode
sharpobject wrote:What do I have to do to get a new ball?
You can't yet, just save the game somewhere so you can restart it easily. The only reason why the ball reappears in the video is because I paused and resumed the recording.
Re: Tilt reboot - need as many testers as possible!
Posted: Fri Apr 08, 2011 9:16 pm
by tentus
Two bits of code make your love much, much easier to test:
Code: Select all
function love.keypressed(key, unicode)
if key == "escape" then
love.event.push('q')
else
circle:setPosition(400, 100)
end
end
And this, just before world:update(dt)...
Code: Select all
local x, y = circle:getPosition()
local xVel, yVel = circle:getLinearVelocity()
if y < 10 then
circle:setY(10)
circle:setLinearVelocity(xVel, 0)
elseif y > 590 then
circle:setY(590)
circle:setLinearVelocity(xVel, 0)
end
if x < 10 then
circle:setX(10)
circle:setLinearVelocity(0, yVel)
elseif x > 790 then
circle:setX(790)
circle:setLinearVelocity(0, yVel)
end
Re: Tilt reboot - need as many testers as possible!
Posted: Sat Apr 09, 2011 5:01 am
by Tesselode
I don't know what you're trying to accomplish with that second piece of code, but I'll add some way to restart soon.
Re: Tilt reboot - need as many testers as possible!
Posted: Sat Apr 09, 2011 10:32 am
by Robin
Tesselode wrote:I don't know what you're trying to accomplish with that second piece of code, but I'll add some way to restart soon.
I think it would be better if you surround the screen with static shapes, I believe that is what he tries to accomplish.
Re: Tilt reboot - need as many testers as possible!
Posted: Sun Apr 10, 2011 12:42 am
by tentus
The second piece of code defines behaviors at the edge of the screen. I like it more than a box o' shapes because you define a greater variety of behaviors (for example, x<10 makes the ball loop around to the other side, that kind of stuff).
Re: Tilt reboot - need as many testers as possible!
Posted: Mon Apr 11, 2011 11:49 am
by TheAncientGoat
Works like in the vid for me..