My own action adventure engine

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kikito
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Re: My own action adventure engine

Post by kikito »

I also have a cat.

Her name is Lua.

No joke.
When I write def I mean function.
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arquivista
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Re: My own action adventure engine

Post by arquivista »

kikito wrote: Her name is Lua.
So, it's was in code language tribute or you had called Luna right? My current cat is very old (+10) but really don't have this time a name.
Kitties forever :)
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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

I feel like I should point out that I'm allergic to cats. :cry:

Edit: On a slightly less tragic note, how do you guys feel about actors sliding around each other? Actors sliding around the terrain (e.g. around corners) makes the movement smoother, but what about actors pushing past each other? If you move north and push against an NPC, do you expect to or want to slide to the left or right?
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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

I've experimenting with the physics. Play this for a bit and tell me how you feel about the player character's movement.
Attachments
SpaceNinja.love
Tweaked collision
(148.06 KiB) Downloaded 111 times
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nevon
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Re: My own action adventure engine

Post by nevon »

VideroBoy wrote:I've experimenting with the physics. Play this for a bit and tell me how you feel about the player character's movement.

Code: Select all

nevon@nevon-desktop:~$ love Desktop/SpaceNinja.love 
love: modules/physics/box2d/Source/Collision/Shapes/b2Shape.cpp:102: void b2Shape::CreateProxy(b2BroadPhase*, const b2XForm&): Assertion `inRange' failed.
Aborted
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arquivista
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Re: My own action adventure engine

Post by arquivista »

VideroBoy wrote:I've experimenting with the physics. Play this for a bit and tell me how you feel about the player character's movement.
I had a Love crash when crossing back to first area. Tried to replicate again but never crashed again.

EDITED. here is the console log

Code: Select all

Process:         love [2315]
Path:            /Applications/love.app/Contents/MacOS/love
Identifier:      org.love2d.love
Version:         ??? (0.7.0)
Code Type:       X86 (Native)
Parent Process:  launchd [1189]

OS Version:      Mac OS X 10.6.5 (10H574)
Report Version:  6

Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000f7e95d7b
Crashed Thread:  0  Dispatch queue: com.apple.main-thread

Thread 0 Crashed:  Dispatch queue: com.apple.main-thread
0   com.yourcompany.Lua           	0x0063a4d3 luaH_getnum + 28
1   com.yourcompany.Lua           	0x0061d98d lua_rawgeti + 55
2   org.love2d.love               	0x00030298 love::Reference::push() + 40
3   org.love2d.love               	0x000810be love::physics::box2d::World::ContactCallback::process() + 100
4   org.love2d.love               	0x000811d5 love::physics::box2d::World::update(float) + 51
5   org.love2d.love               	0x00076cb5 love::physics::box2d::w_World_update(lua_State*) + 83
6   com.yourcompany.Lua           	0x00628623 luaD_precall + 890
7   com.yourcompany.Lua           	0x0063f5f7 luaV_execute + 7461
8   com.yourcompany.Lua           	0x00628895 luaD_call + 165
9   com.yourcompany.Lua           	0x0061e145 f_call + 48
10  com.yourcompany.Lua           	0x00627aba luaD_rawrunprotected + 73
11  com.yourcompany.Lua           	0x00628c04 luaD_pcall + 99
12  com.yourcompany.Lua           	0x0061e1ea lua_pcall + 163
13  com.yourcompany.Lua           	0x00623cfd luaB_xpcall + 104
14  com.yourcompany.Lua           	0x00628623 luaD_precall + 890
15  com.yourcompany.Lua           	0x0063f5f7 luaV_execute + 7461
16  com.yourcompany.Lua           	0x00628895 luaD_call + 165
17  com.yourcompany.Lua           	0x0061e0eb lua_call + 67
18  org.love2d.love               	0x000301e8 SDL_main + 452
19  org.love2d.love               	0x0008a2ef -[SDLMain applicationDidFinishLaunching:] + 95
20  com.apple.Foundation          	0x97f0e4df _nsnote_callback + 176
21  com.apple.CoreFoundation      	0x97b2b793 __CFXNotificationPost + 947
22  com.apple.CoreFoundation      	0x97b2b19a _CFXNotificationPostNotification + 186
23  com.apple.Foundation          	0x97f03384 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128
24  com.apple.Foundation          	0x97f10789 -[NSNotificationCenter postNotificationName:object:] + 56
25  com.apple.AppKit              	0x965f7422 -[NSApplication _postDidFinishNotification] + 125
26  com.apple.AppKit              	0x965f7332 -[NSApplication _sendFinishLaunchingNotification] + 74
27  com.apple.AppKit              	0x96810b91 -[NSApplication(NSAppleEventHandling) _handleAEOpenDocumentsForURLs:] + 975
28  com.apple.AppKit              	0x9674e194 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 236
29  com.apple.Foundation          	0x97f437a4 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 511
30  com.apple.Foundation          	0x97f43568 _NSAppleEventManagerGenericHandler + 228
31  com.apple.AE                  	0x92f8cf58 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 166
32  com.apple.AE                  	0x92f8ce57 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 43
33  com.apple.AE                  	0x92f8cd61 aeProcessAppleEvent + 197
34  com.apple.HIToolbox           	0x95cf3323 AEProcessAppleEvent + 50
35  com.apple.AppKit              	0x965c79ca _DPSNextEvent + 1420
36  com.apple.AppKit              	0x965c6fce -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156
37  com.apple.AppKit              	0x96589247 -[NSApplication run] + 821
38  org.love2d.love               	0x0008ab69 main + 1887
39  org.love2d.love               	0x0002fe2a start + 54

Thread 1:  Dispatch queue: com.apple.libdispatch-manager
0   libSystem.B.dylib             	0x93b33982 kevent + 10
1   libSystem.B.dylib             	0x93b3409c _dispatch_mgr_invoke + 215
2   libSystem.B.dylib             	0x93b33559 _dispatch_queue_invoke + 163
3   libSystem.B.dylib             	0x93b332fe _dispatch_worker_thread2 + 240
4   libSystem.B.dylib             	0x93b32d81 _pthread_wqthread + 390
5   libSystem.B.dylib             	0x93b32bc6 start_wqthread + 30

Thread 2:
0   libSystem.B.dylib             	0x93b0d15a semaphore_timedwait_signal_trap + 10
1   libSystem.B.dylib             	0x93b3ace5 _pthread_cond_wait + 1066
2   libSystem.B.dylib             	0x93b69ac8 pthread_cond_timedwait_relative_np + 47
3   com.apple.audio.CoreAudio     	0x948fa3c7 CAGuard::WaitFor(unsigned long long) + 219
4   com.apple.audio.CoreAudio     	0x948fd3f9 CAGuard::WaitUntil(unsigned long long) + 289
5   com.apple.audio.CoreAudio     	0x948facf6 HP_IOThread::WorkLoop() + 1892
6   com.apple.audio.CoreAudio     	0x948fa58d HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7   com.apple.audio.CoreAudio     	0x948fa4a4 CAPThread::Entry(CAPThread*) + 140
8   libSystem.B.dylib             	0x93b3a85d _pthread_start + 345
9   libSystem.B.dylib             	0x93b3a6e2 thread_start + 34

Thread 3:
0   libSystem.B.dylib             	0x93b0d20e mach_wait_until + 10
1   libSystem.B.dylib             	0x93b94819 nanosleep + 345
2   SDL                           	0x005e3453 SDL_Delay + 99
3   org.love2d.love               	0x0003d039 love::audio::openal::Audio::run(void*) + 35
4   SDL                           	0x005d4ecd SDL_Linked_Version + 397
5   SDL                           	0x005e31f1 SDL_SemWait + 49
6   libSystem.B.dylib             	0x93b3a85d _pthread_start + 345
7   libSystem.B.dylib             	0x93b3a6e2 thread_start + 34

Thread 4:
0   libSystem.B.dylib             	0x93b0d20e mach_wait_until + 10
1   libSystem.B.dylib             	0x93b94819 nanosleep + 345
2   SDL                           	0x005e35c3 SDL_Delay + 467
3   SDL                           	0x005d4ecd SDL_Linked_Version + 397
4   SDL                           	0x005e31f1 SDL_SemWait + 49
5   libSystem.B.dylib             	0x93b3a85d _pthread_start + 345
6   libSystem.B.dylib             	0x93b3a6e2 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0xf7e95d5f  ebx: 0x0063a4c9  ecx: 0x0007f60a  edx: 0xa0678067
  edi: 0x00000003  esi: 0x00b18b80  ebp: 0xbfffe438  esp: 0xbfffe400
   ss: 0x0000001f  efl: 0x00010282  eip: 0x0063a4d3   cs: 0x00000017
   ds: 0x0000001f   es: 0x0000001f   fs: 0x00000000   gs: 0x00000037
  cr2: 0xf7e95d7b

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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

I thought I fixed that bug. :halloween:

Edit: I tried it again myself. After walking between maps a bunch of times I got it to crash once for reasons I can't really comprehend. Seems to be a Box2D error, since all I changed was the physics and that's the part that always crashes without an error message that's actually useful.
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arquivista
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Re: My own action adventure engine

Post by arquivista »

VideroBoy wrote:I thought I fixed that bug. :halloween:

Edit: I tried it again myself. After walking between maps a bunch of times I got it to crash once for reasons I can't really comprehend. Seems to be a Box2D error, since all I changed was the physics and that's the part that always crashes without an error message that's actually useful.
Yep, I also couldn't explain, like I said I couldn't replicate the error then and I did a lot to provoke it. I also think that was an box2d error. One of the first things to appear in crash log

Code: Select all

2   org.love2d.love                  0x00030298 love::Reference::push() + 40
3   org.love2d.love                  0x000810be love::physics::box2d::World::ContactCallback::process() + 100
4   org.love2d.love                  0x000811d5 love::physics::box2d::World::update(float) + 51
5   org.love2d.love                  0x00076cb5 love::physics::box2d::w_World_update(lua_State*) + 83
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bartbes
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Re: My own action adventure engine

Post by bartbes »

It almost certainly isn't box2d's direct fault, it's probably something in the box2d wrappers, anjo and I are on it.
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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

Just speculating here, but it might have something to do with the collision callbacks.

When the player hits a special "portal" box (placed outside the edge of the map) there's a callback that checks which direction the player came from. If it's the right direction the player gets sent to a new map, which requires recreating a new physics world and all bodies in it (including the player). Previously the player just had one collision shape, but now I'm trying to give it several (to create a pill-shape, to be specific). All of these shapes are set to be recognized by the collision callback that handles map transitions, so there might be some kind of conflict.

Edit
Here's an updated version, though it still has the map transition crash. I've also thrown in a third map to test vertical transitions and view centring.
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