Tower Quest 0.10 [WIP]

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jonyzz
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Tower Quest 0.10 [WIP]

Post by jonyzz » Mon Sep 03, 2012 11:24 am

Hi, here is a game I'm currently working on.

Tower Quest is a retro-themed puzzle game inspired by the NES classic Adventures of Lolo. Your goal is to collect diamonds in each level while moving other objects and avoiding enemies.

Git repository

Screenshots
Image
Image
Image

Controls

Code: Select all

             Keyboard         Joystick
----------------------------------------
 movement    cursor keys      d-pad
 action      space bar        button 1
 menu        escape           button 2
 restart     R                button 3
 save        S
 load        L
Download
tower-quest-0.10.love
Other versions

Enjoy! :ultrahappy:
Last edited by jonyzz on Sun Oct 27, 2013 1:29 pm, edited 10 times in total.

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Roland_Yonaba
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Re: Tower Quest

Post by Roland_Yonaba » Mon Sep 03, 2012 11:56 am

It looks good, but I get an err on the intro cut-scene.
I altered your source to be able to report the err message.
Seems that you're passing args to math.random in the wrong order. minY is actually higher than maxY.
Screenshot!
Attachments
test.jpg
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Last edited by Roland_Yonaba on Mon Sep 03, 2012 11:58 am, edited 1 time in total.

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felix24
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Re: Tower Quest

Post by felix24 » Mon Sep 03, 2012 11:57 am

hey man, looks cool :)

the game crashes for me at the start though. the guy walks into the tower and the camera starts panning upwards and then it crashes.

coffee
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Re: Tower Quest

Post by coffee » Mon Sep 03, 2012 12:00 pm

error.png
error.png (10.89 KiB) Viewed 5207 times
I got a random error even before manage to play. 0.8/osx combo.

jonyzz
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Re: Tower Quest

Post by jonyzz » Mon Sep 03, 2012 1:07 pm

Thanks for bugreports, I've just uploded fixed version.
Seems that you're passing args to math.random in the wrong order. minY is actually higher than maxY.
Good job, that was the problem. Strange that it worked on Linux well.

If anyone encounter a bug, please try to run the game with --debug-mode command line argument before sending bugreports. It will enable console and debug printouts.

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Nsmurf
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Re: Tower Quest

Post by Nsmurf » Mon Sep 03, 2012 2:58 pm

Nice game! :awesome:

It ran fine on my computer, the only thing that i would complain about is that the player moves in half "block" increments.

Great job!
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adnzzzzZ
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Re: Tower Quest

Post by adnzzzzZ » Mon Sep 03, 2012 3:48 pm

Really nice. Screen transitions could be faster and either I'm stupid or level 3 is too hard.

coffee
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Re: Tower Quest

Post by coffee » Mon Sep 03, 2012 4:17 pm

Even that I don't like much sokoban puzzles your game seems quite nice. Congratulations!

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Lafolie
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Re: Tower Quest

Post by Lafolie » Mon Sep 03, 2012 4:42 pm

This is neat. I agree that the level intros are too slow, and the third level should be used later on in the game.

It would be nice to have a delay or even an action button to press before moving barrels around. I often found myself accidentally pushing a crate, wrecking my whole solving of the puzzle and having to restart.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.

jonyzz
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Re: Tower Quest

Post by jonyzz » Mon Sep 03, 2012 5:11 pm

Thanks everyone for positive comments :ultrahappy:.
Nsmurf wrote:It ran fine on my computer, the only thing that i would complain about is that the player moves in half "block" increments.
I'll consider changing it to full-block movement.
adnzzzzZ wrote: ... Screen transitions could be faster...
Yeah, you're right. I'll lower it to 1 second.
Lafolie wrote:..the third level should be used later on in the game.
I'll probably switch levels 01-03 and 01-04, so the difficult level will be the last one on the 1st floor.
Lafolie wrote:It would be nice to have a delay or even an action button to press before moving barrels around. I often found myself accidentally pushing a crate, wrecking my whole solving of the puzzle and having to restart.
Good point, but I don't think adding another button is necessary, I'd like to keep controls simple. The "full-block movement" mentioned above could solve this problem.

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