Search found 130 matches
- Sun Mar 05, 2017 3:12 pm
- Forum: Games and Creations
- Topic: Flipper
- Replies: 0
- Views: 1651
Flipper
My prototype for the March 5th. You try to reach the exit in every level, and finish the game with minimum moves. You can flip the board horizontally or vertically, if after flipped, your circle ends up in an empty space. Arrow keys to move, W or S to flip vertically, A or D to flip horizontally. Th...
- Sat Mar 04, 2017 8:05 pm
- Forum: Games and Creations
- Topic: BLAST FLOCK
- Replies: 9
- Views: 6400
Re: BLAST FLOCK
You can extract the love file from the Windows executables, but yeah, it'd be better.
-- SECOND POST --
Nice game! A bit hard. But I might get the hang of it if I played some time. I like the graphics.
- Sat Mar 04, 2017 6:17 pm
- Forum: Support and Development
- Topic: About Magic Numbers
- Replies: 13
- Views: 6058
Re: About Magic Numbers
Thanks a lot. I forgot that you can reverse it that way.
- Sat Mar 04, 2017 6:12 pm
- Forum: Support and Development
- Topic: About Magic Numbers
- Replies: 13
- Views: 6058
Re: About Magic Numbers
Thanks a lot, ivan!
- Sat Mar 04, 2017 4:43 pm
- Forum: Support and Development
- Topic: About Magic Numbers
- Replies: 13
- Views: 6058
Re: About Magic Numbers
But it works reversed that way. I want the bigger the radius, the less the speed. I can divide the max_speed with ratio of course, but the result would be the same. But I already check elsewhere if player.r is more than max_radius, so no problem. I ensure player.r is between min_radius and max_radiu...
- Sat Mar 04, 2017 2:04 pm
- Forum: Support and Development
- Topic: About Magic Numbers
- Replies: 13
- Views: 6058
Re: About Magic Numbers
Even if you define a variable (or a constant in C-like languages) to hold such a thing, it won't change that you won't know why that exact value is required. I agree with you totally zorg, but there are instances that Sir_silver's solution might work. For example: speed = speed + 10 Why 10? Just be...
- Sat Mar 04, 2017 1:12 pm
- Forum: Support and Development
- Topic: About Magic Numbers
- Replies: 13
- Views: 6058
Re: About Magic Numbers
Thanks Sir_Silver!
It makes sense to make the multiplier a constant. It doesn't have to really have a meaning. Although I would prefer ivan's solution in this case, because there is a relationship between radius and speed. If there weren't it makes sense to define a multiplier and use that.
It makes sense to make the multiplier a constant. It doesn't have to really have a meaning. Although I would prefer ivan's solution in this case, because there is a relationship between radius and speed. If there weren't it makes sense to define a multiplier and use that.
- Sat Mar 04, 2017 12:51 pm
- Forum: Support and Development
- Topic: About Magic Numbers
- Replies: 13
- Views: 6058
Re: About Magic Numbers
Thanks a lot, ivan. It works great. In my case, I needed to do this though:
EDIT: It didn't occur to me to define a max speed. I was trying to make it work with only the radius. Thanks.
Code: Select all
ratio = max_radius / player.r
- Sat Mar 04, 2017 11:51 am
- Forum: Support and Development
- Topic: About Magic Numbers
- Replies: 13
- Views: 6058
About Magic Numbers
Nowadays, every day is a game jam for me. I try to make one prototype every day as long as possible. This means I cut corners sometimes. I don't want to gain wrong habits from this. I know magic numbers are frowned upon among developers. I don't want to use them. But I'm not sure what is a magic num...
- Sat Mar 04, 2017 10:46 am
- Forum: Games and Creations
- Topic: Pursuit
- Replies: 6
- Views: 4300
Re: Pursuit
Thanks a lot, steVeRoll! That's a good idea!