Unnamed tile-based game.

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Jam
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Unnamed tile-based game.

Post by Jam » Thu Apr 05, 2018 1:04 pm

This is a project I've been working on for a little over two weeks now and I *think* it's going relatively well, if you want to try it out for yourself I've attached a .love with the most recent version, which now restricts tile rendering to the camera's fov to not lower frame rates. A 300x300 map works at a smooth 60fps with only around a second of load time to initialize map data for drawing. The game uses RGB values to get tiles for compressing map images rather than having massive map files that, in my opinion, would be harder to create a reader for than a pixel map.

Collisions for entities are mostly done, with the only thing not done is actually responding to collisions in a way that works at pushing an entity backwards; Collisions for tiles has not even been started on yet. Key Presses are handled by a script holding an active and deactive table that gets grabbed by system when a key is pressed or held.

That's pretty much the basics explained, the code is relatively clean so it shouldn't be hard to see how things work if you want a more in depth look on what's happening on the inside.

Any suggestions on a name, or theme the game could be built on are always welcome! :)
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Demo.love
Love V.11.0
(25.09 KiB) Downloaded 58 times

milon
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Re: Unnamed tile-based game.

Post by milon » Thu Apr 05, 2018 6:57 pm

I just tested it on an old PC with Love 11.0. The blue ball seems to move at around 1 tile per second, which seems very slow unless I'm misunderstanding the intent. (But again - old PC, so whatever.)

I like how you allow simultaneous vertical and horizontal movement. That's a nice touch! :)

IMO, it's too early for a title unless you really know what the game is about. There's not enough yet for me to offer any suggestions, other than to say kudos and keep at it! :D

Jam
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Re: Unnamed tile-based game.

Post by Jam » Thu Apr 05, 2018 11:01 pm

I agree that the movement is too slow, movement is based on velocities so it was pretty easy to add movement both ways.
I'll update the .love for faster movement as I dislike how slow it is too. You can now have 2 added to velocity instead of 1, which feels quite fast.
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Demo2.love
Love V.11.0
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Davidobot
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Re: Unnamed tile-based game.

Post by Davidobot » Sun Apr 08, 2018 8:32 am

I'm not sure how you're drawing the tiles, but they seem to bleed when moving:
Image
My library:
LovelyMoon

Check out my current project:
Raycaster

Oh hey, I have a website now!

Jam
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Re: Unnamed tile-based game.

Post by Jam » Sun Apr 08, 2018 10:07 am

I'm not sure how you're drawing the tiles, but they seem to bleed when moving:
Image
Woah, never seen that happen, weird.
The game draws quads from a tile sheet to create tiles, and should draw the correct tile, I'm not sure about bleeding as it hasn't happened to me yet, hmm. :|

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yintercept
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Re: Unnamed tile-based game.

Post by yintercept » Sun Apr 08, 2018 4:31 pm

This is kind of cool except for the bleed issue. If you fix it I'd like to know what caused it.
Currently working on something Love2D could really use. Shhh.

milon
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Re: Unnamed tile-based game.

Post by milon » Wed Apr 11, 2018 1:58 pm

I don't get the bleeding issue on my system, for either .love file above.

FWIW, I've only tested on my Linux (CentOS) system, which is both ancient and crappy. I have *not* tested on my main Win10 PC.

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OmegaMax
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Re: Unnamed tile-based game.

Post by OmegaMax » Wed Apr 11, 2018 9:47 pm

No bleeding issues on my system either.

Jam
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Re: Unnamed tile-based game.

Post by Jam » Fri Apr 13, 2018 8:08 am

OmegaMax wrote:
Wed Apr 11, 2018 9:47 pm
No bleeding issues on my system either.
milon wrote:
Wed Apr 11, 2018 1:58 pm
I don't get the bleeding issue on my system, for either .love file above.

FWIW, I've only tested on my Linux (CentOS) system, which is both ancient and crappy. I have *not* tested on my main Win10 PC.
If this helps at all I'm running Windows 7

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