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Facilitated Escape (Originally Created for LD21)
Posted: Mon Aug 22, 2011 6:28 am
by BlackBulletIV
The 1.0 version of the game has been released now. Check it out at its
page on my website. I'd love to get your feedback on the game, so please fire away with any comments or suggestions.
Enjoy!
Original Message
This time Ludum Dare was a big success for me. I won't duplicate information I've already so I'll refer you to its
page on my website and its
Ludum Dare entry.
I plan to expand the game from here, and maybe also port it to Flash.
Re: [Ludum Dare 21] Facilitated Escape
Posted: Mon Aug 22, 2011 7:19 pm
by SoggyWaffles
Looks interesting, only one complaint (So far), my standard... framebuffers..
Re: [Ludum Dare 21] Facilitated Escape
Posted: Mon Aug 22, 2011 8:12 pm
by tentus
I have to echo SoggyWaffles, no hablo framebuffers.
Also, as kind of a general complaint, I have several dozen game.love files on my hdd. escape.love would make more sense to me, personally.
Re: [Ludum Dare 21] Facilitated Escape
Posted: Mon Aug 22, 2011 10:59 pm
by Robin
tentus wrote:Also, as kind of a general complaint, I have several dozen game.love files on my hdd.
This. Death to generic file names!
Re: [Ludum Dare 21] Facilitated Escape
Posted: Tue Aug 23, 2011 1:33 am
by BlackBulletIV
I guess I could probably use ImageData, but I'm not sure how well big images would go. It would be impossible without some sort of caching, that's for sure. In the test I made a little while, almost everyone had support for framebuffers, even non-Po2 ones.
As for the generic filename, I do that to keep the paths on my server looking nice. But since I've had three complaints on that score already, I think I'll change it.
Re: [Ludum Dare 21] Facilitated Escape
Posted: Tue Aug 23, 2011 1:41 am
by slime
What about spritebatches? You'll get the performance increase of framebuffers with less RAM/VRAM usage than both framebuffers and imagedata, and they're supported down to OpenGL 1.5 (In 0.8.0 spritebatches are supported by anything that runs LÖVE).
Re: [Ludum Dare 21] Facilitated Escape
Posted: Tue Aug 23, 2011 6:03 am
by BlackBulletIV
Are they really that good? I guess that's an option. The only complicating factor being that there's many different tiles, so I'd have to have one SpriteBatch per tile type.
Re: [Ludum Dare 21] Facilitated Escape
Posted: Tue Aug 23, 2011 1:09 pm
by slime
BlackBulletIV wrote:Are they really that good? I guess that's an option. The only complicating factor being that there's many different tiles, so I'd have to have one SpriteBatch per tile type.
Pack all your tiles into a spritesheet and use quads.
Re: [Ludum Dare 21] Facilitated Escape
Posted: Wed Aug 24, 2011 9:46 am
by BlackBulletIV
Oooooh, I didn't realise you could multiple quads on the same image with a SpriteBatch. I'm already using a spritesheet, but I'd never realised that I could do that. I'll have to experiment with using them then.
Re: Facilitated Escape (Originally Created for LD21)
Posted: Thu Sep 01, 2011 2:52 am
by BlackBulletIV
Alright, I've been working on this for a little while. I've attempted to address the video shutter issues, with some success. I do know however that it's definitely not my game's code causing
all of the shuttering, at least on my machine. Anyway, details are in the main post:
BlackBulletIV wrote:Update: I'm getting ready to release the (more) final game now, and I'd really appreciate it if you could test it out. The main things I'm wanting to know are:
- Did you have video shutter issues?
- Was it too hard?
- Was it fun, frustrating, etc.?
- Any suggestions for improvement?
You download the .love file from
my Dropbox. Thanks guys!