Re: Ninwa's Love Puzzle - (my latest game!)
Posted: Tue Oct 19, 2010 8:10 pm
This is (arguably) a limitation of Box2D's rectangle shape. If they're too small they throw an exception and crash Love. I can't really do anything about this at the moment except not allow the player to put a node there (which I plan to add when I get home tonight.)thelinx wrote: Also, I noticed a bug where if you try to spawn a node on top of another node, box2d makes LÖVE die. Not nice.
Thursdaybloom wrote:I understand what you're trying to achieve with the world revists. How about, as an alternative to level repetition, you have the location of where the next square is going to be visualised on the current level that you're on? This way we try and create our platforms to get the ball in the square at hand yet we have the foresight of knowing where the next square will be. This means we not only have to try make the ball stop in the square, we have to craft it in such a way that will help with the next level. I think node deletion needs to be implemented in some way (imagine level 12 without any node deleting...) but this is another issue.
I think these are both really good ideas. I'm going to implement them tonight and give a little shout-out cred at the bottom of the intro )Nevon wrote:Maybe, to make it a little more difficult, without being an annoyance, you could have a maximum of 10 nodes - and when you add an eleventh, the first one is automatically removed?
Thank you everybody for checking this out.