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[wip] Highvoid [v0.003a]

Posted: Mon Mar 25, 2013 9:12 pm
by veethree
Hey guys. So I'm in the middle of a very scientific experiment. I'm testing the effects cannabis has on programming. Basically, For the last 3 nights I've been getting high and working on this game to see how i perform while high. And now you get to judge my performance(if you want to). While doing so please keep in mind I'm a hobby programmer, So I'm not that good even when I'm not high.

The game:
The game is a simple game about falling blocks. There are a few block types, Currently there's black, which damages you, green which gives you score, blue which makes you invulnerable to the black blocks for a few seconds and yellowish green which makes only score blocks spawn for a few seconds. Also you have to move or you die (Yes.I got the idea from the concerned joe guys.)

Features:
-Smooth player movement.
-Smooth aesthetics.
-Pixel effect.
-Blocks.

To Do:
-Finish menus. Done
-Add sounds and/or music.
-Add difficulty setting.
-More powerups (ideas?)

Update 0.003a

Changes:
-Game over screen added
-Level system added, The game gets progressively more difficult.
-Disables pixel effects if they're not supported (Not tested)
-A number of bugfixes
-Other stuff i can't recall at the moment.
Highvoid v0.003a.love
Highvoid v0.003a < LATEST
(101.02 KiB) Downloaded 578 times
Update 0.002a

Changes:
-Menus 95% finished
-Obsolete options option removed. (in the menu)
-Blocks and player made less blocky.
-Blocks fade out.
-Damage/score/powerup from block notifications added (little text that appears for a second next to every block you collide with)
-New block which makes it so only green (score) blocks are spawned for a few seconds.
-Obsolete health parameter removed
-Etc.

(Sidenote: Adjusted the experiment a little, I've now reduced the dosage of cannabis before programming due to multiple instances of getting sidetracked)
Standard Version:
[attachment=1]Highvoid 0.002a.love[/attachment]




I hope you enjoy this little game/experiment, Any criticism is welcome. I apologize for the lack of screenshots, But my internet is currently capped so uploading a screenshot will take an eternity.
Controls: WASD or arrow keys to move, Escape to quit/pause

Re: Highvoid

Posted: Tue Mar 26, 2013 9:08 pm
by Robin
Very very polished, the parts that are finished. :D (Well, except for the blocks...)

You could make the black boxes detract a fixed amount from the "move or die" bar. That seems simple and consistent. By the way, I would make that bar larger. It's freakin' important, it deserves some attention. ;)

Re: Highvoid

Posted: Tue Mar 26, 2013 9:26 pm
by veethree
Robin wrote:Very very polished, the parts that are finished. :D (Well, except for the blocks...)

You could make the black boxes detract a fixed amount from the "move or die" bar. That seems simple and consistent. By the way, I would make that bar larger. It's freakin' important, it deserves some attention. ;)
Thank you.

I've updated it, I did actually end up making the black boxes affect the move or die bar. And resizing the bar is something i've been meaning to do, It's a little tricky placing an large object on the screen that wont be in the way of the game. I think i'll make it fade out to like 20% opacity when the player is below it or something. Anyway, Thanks for the feedback!

Re: Highvoid

Posted: Tue Mar 26, 2013 10:54 pm
by adekto
i had a play with it and it’s well made, i did find a "cheat" with the timer bar by going to the edge of the screen i can refill it
it can do with allot of different and weird power ups and disaster
an example of a disaster would be blocks spawning from different sides

Re: Highvoid

Posted: Tue Mar 26, 2013 11:11 pm
by Darky
please release a pixel-effect-free version, (im too lazy to edit your .love file)

Re: Highvoid

Posted: Tue Mar 26, 2013 11:23 pm
by josefnpat
veethree wrote:very scientific experiment.
Haha! Check this article out and report back!

Regardless, the update version is much cleaner. The colors are very soothing.

Re: Highvoid

Posted: Tue Mar 26, 2013 11:23 pm
by veethree
Darky wrote:please release a pixel-effect-free version, (im too lazy to edit your .love file)
Okay, Post updated with a pixel effect free version.

Re: Highvoid

Posted: Wed Mar 27, 2013 9:48 am
by Nixola
I didn't read the scripts, but I think you're only checking if the "move or die" bar is equal to 0 instead of minor or equal, I was able to have it negative by 'taking' many black squares

Re: Highvoid

Posted: Wed Mar 27, 2013 4:49 pm
by pakoskyfrog
Hi !
Your game is pretty neat, i didn't check the coding yet but here is a few power up (and down ^^) ideas :
- Something to make your size bigger or smaller
- Some bombs (exploding on touch) that clear the blacks boxes around them (the more powerful, the bigger the radius)
- Something to increase or decrease your inertia (more means slower acceleration and deceleration)
- Something to fill up your movement bar or to make it emptying slower/faster

Re: Highvoid

Posted: Wed Mar 27, 2013 5:04 pm
by veethree
Nixola wrote:I didn't read the scripts, but I think you're only checking if the "move or die" bar is equal to 0 instead of minor or equal, I was able to have it negative by 'taking' many black squares
It checks if the bar is above or equal to 0, if it is it reduces it, if its not you lose. I think this bug has to do with the order in which things happen in the update functions. Thanks for pointing it out.