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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

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481  Community / DevLogs / Re: Tilt - physics puzzler (r10) on: August 29, 2010, 01:11:05 PM
OK, I'll throw in an option for that.
482  Community / DevLogs / Re: Tilt - physics puzzler (r10) on: August 29, 2010, 06:35:07 AM
It's neat, but the ball is constantly going through platforms, and the game is unplayable because of it.
How is the game performing on your computer? Do things seem choppy? Because if the FPS is low physics glitches might happen. I can't reproduce it, though.

you really need to lock the mouse cursor, this is literally impossible to play when the mouse is unlocked.
Shouldn't be. Maybe if your mouse is really slow.

control type 2 moves so sluggish and jerky that it isn't feasible either
I was able to reproduce the sluggishness, but only on Linux, which is really weird. What OS are you running?
483  Developer / Playtesting / Re: Paddle Wars: Hit The Wall (prototype 3) on: August 29, 2010, 06:03:37 AM
A Geometry Wars style grid, eh?

Too bad I can't really tell what the grid is responding to. Can you tell me?
484  Community / DevLogs / Tilt - physics puzzler (r11) on: August 28, 2010, 04:06:40 PM
You know those labyrinth things? The ones where you tilt the thingy around to get the ball to go around holes? OK, well imagine a 2D computer game version of that. Where all of the platforms rotate separately. And you can only rotate the one that the ball touched last.

Download for Windows: http://tesselode.110mb.com/games/tilt-windows.zip
Download the source (requires Love to run):  http://tesselode.110mb.com/games/tilt-source.zip


How to play: hold down the left mouse button and move the mouse to rotate platforms. Get the ball to the green square. Don't go past the left, right, or bottom edge of  the screen.





__________________________________________________________________

Level making guide
Hey guess what, in the current release, you can make levels!

First create a text file in the "custom" folder with the file extension ".tilt". Then start typing in it!
(The "custom" folder is in %appdata%/love/tesselode_tilt on Windows and ~/.love/tesselode_tilt on Linux.)

Each line is a different object. The syntax is as follows:

[x position],[y position],[object type],[parameters for object separated by commas]

The different object types:
-"ball" - the ball you have to guide to the goal (no parameters)
-"goal" - the goal you have to guide the ball to (no parameters)
-"spike" -  spike balls. Don't touch these! (no parameters)
-"wall" - uninteractive wall thingy. (no parameters)
-"platform" - a rotatable platform. This can have one or more sets of 4 parameters, each of which represents a rectangle that makes up the platform. The parameters are, in order: relative x position, relative y position, width, and height.
-"spring" - the ball bounces when it lands on one of these. (no parameters)
-"jet" - an air jet that pushes the ball around. Has 1 parameter, which is one of four directions, "left," "right," "up," or "down."

Tips:
-The size of every level is 800 by 600 pixels.
-Don't let platforms rotate too far off the screen. Otherwise they might stop rotating.
-Try not to let platforms collide with each other. Bad stuff isn't guaranteed to happen, but weird stuff might.
-All the shapes on a platform should touch each other. We don't want floaty shapes.
-Walls, spike balls and springs all have a size of 30x30 pixels.

Feel free to post level designs in this topic! I would like people besides me to design some levels for the final version of Tilt, since that will probably make the game more interesting.
485  Community / DevLogs / Re: Nisus on: August 26, 2010, 12:23:29 PM
Any more ideas that you think would fit the game?  We're really itching to do some more stuff! ^_^
Wow, you're itching that badly? OK, first, get some moisturizer or something.

And here's a bunch of stuff the bullets could interact with:
-Portals (like in Portal, but not controlled by the player)
-Black holes
-Changing gravity (like Super Mario Galaxy)
-Bullet-neutralizing walls
-Some thingies that bullets can touch that will push them in a certain direction
-Anti-gravity/High gravity
-Switches for the bullets to hit

And then you can put in some teleporting grenades. Smiley
486  Developer / Playtesting / Re: Catcher! - a game about hugging stars on: August 26, 2010, 03:11:38 AM
Not so sure I like the new graphical effects. I think they could benefit from something more Geometry Wars-esque.
487  Community / DevLogs / Re: Nisus on: August 25, 2010, 02:24:41 PM
This game would make great speedruns.
488  Community / DevLogs / Re: Nisus on: August 25, 2010, 03:04:36 AM
Have you uploaded a new version with those things yet? I think you ought to. Smiley
489  Developer / Playtesting / Re: AetherBeats (v1.05) on: August 24, 2010, 05:33:29 PM
Without any goal or challenge, the game would probably get dull pretty quick. And mouse control would probably feel either jumpy or sluggish (and it might unbalance the game).

By the way, you can just hold down Z; you don't have to press it "in time."

With that said...v1.05 is out! It's got an autofire option and some player/bullet color options now! That should be good for those of you who were having trouble distinguishing between the player and the enemies.
490  Player / General / Re: Puns Labyrinth on: August 24, 2010, 05:20:50 PM
That was really awe-full. HAHAHAHAHAHAHAHAHA
491  Community / DevLogs / Re: Nisus on: August 24, 2010, 01:24:10 PM
Keyboard control is harder. Making it worse for novices.

But then again, mouse control is bad for laptop users. So it's your call.
492  Community / DevLogs / Re: Nisus on: August 24, 2010, 12:15:39 PM
Ah, it's much better without the white flash. Anyway, I don't think you need to make the game any easier, since that just limits the difficulty curve. Just start out with nice, easy levels.

About the controls, have you considered using the mouse as a way to aim with the Receiver while moving with the arrow keys ?

Now that I think about it, that's a really good idea.

Also, you ought to come with some sort of storyline. You've got a cat thing as the player and no good story to back it up!
493  Community / DevLogs / Re: Nisus on: August 23, 2010, 06:37:39 PM
Hey look, someone threw in the arc. Now you should take it out after a few levels to make the game harder!

So let's see, ideas for obstacles...how about a platform that the missile bounces off of?
494  Community / DevLogs / Re: Nisus on: August 23, 2010, 05:49:02 PM
Nice mechanic. Just make sure you ease players into it before putting in hard levels!

Have you considered making a level editor for this? That would really get peoples' creative juices flowing.
495  Developer / Playtesting / Re: AetherBeats (v1.02) on: August 23, 2010, 05:12:16 PM
So I've been having trouble coming up with a better death sound (it took me a long time to come up with the first one). So if anyone wants to make a 2 second death sound and a game over sound then go right ahead.
496  Player / General / Re: List of active members on: August 23, 2010, 02:23:20 PM
THIS IS NOT A POPULARITY CONTEST.

It's just a list of people you might come across when browsing the forum so that you can recognize them when you see them.
497  Player / General / List of active members on: August 23, 2010, 01:04:50 PM
I think we need a topic with a list of active members. That way it will be easier to recognize people and get to know the community. This forum's pretty big, after all.

And the topic needs to be stickied. It can be this topic, if you want.
498  Developer / Playtesting / Re: jan willem nijman's professional pea eating 2010 on: August 23, 2010, 12:56:16 PM
I've never seen such deep, immersive gameplay. And the music is wonderful too, especially with that one grating note that holds out for a long time.
499  Developer / Audio / Re: Recording sound effects? on: August 22, 2010, 11:35:54 AM
Maybe you could try making some sound effects with a synthesizer.
500  Developer / Playtesting / Re: Paddle Wars: Hit The Wall on: August 21, 2010, 08:19:59 PM
Looks like we both have something in common. We hate Breakout.
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