Flying Game

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Maurice
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Flying Game

Post by Maurice » Sun Nov 14, 2010 1:58 pm

Except it's not much of a game yet.

Imagepew pew
(Looks better in motion picture(tm))

Started in some free lessons during school and continued at home.
It's gonna be one of those "avoid obstacles" games.
Obviously doesn't use "real" 3D but tries to simulate it as good as possible, though I only used values that "feel right".

Controls:
Left/Right: Steer
Up/Down: Change altitude
Image
(Left or Right twice)

Download! (90 kB) (Nov 14 2010)
(It's not finished)

Features! Or the lack thereof!
-illusion of flying like really fast
-super cool stripe pattern (stripes are in this winter)
-smooth steering
-shifting perspective when going up and down
-barrel roll!
-2 different mountain layers to give some more 3D feeling
-the back layer of the mountains moves a bit with the altitude for 3D
-fog or whatever on the far end when on high altitude
-super cool hud
-super cool colorable hud and colorable almost anything

Also looking for a potential artist. Won't have to do a lot.
Last edited by Maurice on Mon Nov 15, 2010 5:38 am, edited 2 times in total.

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ninwa
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Re: Flying Game

Post by ninwa » Sun Nov 14, 2010 2:17 pm

I am not worthy! :) This is fantastic, keep it up.

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arquivista
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Re: Flying Game

Post by arquivista » Sun Nov 14, 2010 2:23 pm

wow! afterburner that thing! :D
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thelinx
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Re: Flying Game

Post by thelinx » Sun Nov 14, 2010 2:33 pm

Great job. I'd guess the image issue is because you're not drawing at whole numbers, which causes things to blur because of OpenGL.

Try rounding the x and y in your draw calls.

Maurice
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Re: Flying Game

Post by Maurice » Sun Nov 14, 2010 2:40 pm

Nah, drawing the not moving hud stuff at 0,0.
It's definitely the filter thing. Not chosing "nearest" messes it up.

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Robin
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Re: Flying Game

Post by Robin » Sun Nov 14, 2010 3:04 pm

Oh great! (And now I can look at your source code and find out what i've been doing wrong all this time :P)

Too bad it has an altitude cap and barrel rolling more than once isn't fluid.
Help us help you: attach a .love.

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tentus
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Re: Flying Game

Post by tentus » Sun Nov 14, 2010 3:13 pm

Badass, keep up the good work.

One suggestion (if I may be so bold), you may want to store barrelroll as 0, 1, or -1,rather than false, "right", and "left". That way you can just multiply maxsidespeed and barrelrollspeed by it and you only have to write your rotation code once.
Kurosuke needs beta testers

Czrlos
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Re: Flying Game

Post by Czrlos » Sun Nov 14, 2010 8:09 pm

Obviously doesn't use "real" 3D but tries to simulate it as good as possible, though I only used values that "feel right".
I got back to this post to ask you if the game is in 3D, then I read that part. It felt very much like 3D in my opinion :awesome:

I'm liking the game so far, but in the first 5 seconds I kept pressing the space expecting to see some rockets blowing up stuff XD.
Keep up the good work

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middlerun
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Re: Flying Game

Post by middlerun » Mon Nov 15, 2010 2:08 am

I got this error when I tried to run it:

Code: Select all

Could not set video mode: Couldn't find matching GLX visual
boot	[string "boot.lua"]:277: Could not set screen mode	stack traceback:
	[string "boot.lua"]:833: in function 'error_printer'
	[string "boot.lua"]:768: in function <[string "boot.lua"]:766>
	[C]: in function 'assert'
	[string "boot.lua"]:277: in function <[string "boot.lua"]:215>
	[C]: in function 'xpcall'
	[string "boot.lua"]:838: in main chunk
Löve 0.6.2 on Ubuntu Maverick.

Can't wait to play it though, the screenshot looks really cool!

Maurice
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Re: Flying Game

Post by Maurice » Mon Nov 15, 2010 2:14 am

Hm..
Try setting t.screen.fsaa = 16 to 0 in the conf.lua?

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