Box Breaker

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JDFight
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Box Breaker

Post by JDFight » Tue Sep 13, 2011 3:20 am

Hello everyone-

This is my first LÖVE game - A breakout clone (because I love breakout...) using the LÖVE's Box2d physics engine. My goal was to make nice breakout clone while learning how to code in lua and LÖVE - It was a fun learning experience overall and I was impressed by by how quickly I was able to get this game working.

This demo includes 13 levels

Controls:
<Right Click> Launch Ball
<Left click> Fire Shots - When Shot powerup is enabled
<Esc> Quit Game
<Q> Release Mouse
<S> Sound Toggle
<P> Pause/Release mouse
(Alternatively, you may use a gamepad to play this game)

I developed this game on an old powerbook g4 running Debian - I am very glad to have found the LÖVE engine - since my gaming options are extremely limited on this old machine :D

Links:
source: https://github.com/jdfight/BoxBreaker
Attachments
BoxBreaker.love
Final Version - New map added
(583.94 KiB) Downloaded 348 times
Last edited by JDFight on Sat Sep 24, 2011 5:21 pm, edited 15 times in total.

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Taehl
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Re: Box Breaker

Post by Taehl » Tue Sep 13, 2011 3:52 am

This is a pretty solid little game! I don't think it'll beat the next 'Call of Duty' in a popularity poll, but it's perfectly playable and seems to work just fine. You especially get points for making the Box2D stuff work - it's tricky, especially for new users. Good job.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.

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T-Bone
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Re: Box Breaker

Post by T-Bone » Tue Sep 13, 2011 5:48 am

Fun game! However, don't use love.graphics.setMode in love.load(), this causes lag on some systems (as the window is drawn twice quickly, which makes some graphics cards sad or whatever). Instead, use a conf.lua-file containing

Code: Select all

function love.conf(t)
   t.screen.width=640
   t.screen.height=480
end
See http://love2d.org/wiki/Config_Files for details

The file below works way better for me.
Attachments
boxbreaker.love
(667.81 KiB) Downloaded 214 times

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Robin
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Re: Box Breaker

Post by Robin » Tue Sep 13, 2011 7:02 am

Incredibly neat!

Maybe you could add some sort of indication of how many lives the player has left?
Help us help you: attach a .love.

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JDFight
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Re: Box Breaker

Post by JDFight » Tue Sep 13, 2011 9:47 am

@T-Bone - Thanks for the tip about the conf file - I completely missed that when I was going through the wiki pages! I updated my version to include your conf file.

@Robin - Oops - I completely forgot to add a lives indicator - I just updated the game to include one in the top right corner of the gameplay screen

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appleide
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Re: Box Breaker

Post by appleide » Tue Sep 13, 2011 2:53 pm

I got to the end and won! :D

The trick is surviving until you get the "hundred balls everywhere" bonus. They'll attack the blocks from above, bouncing repeatedly; So many blocks will break you'll get more "hundred balls everywhere" bonuses. Combine it with the "explosive ball" bonus and you win!

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T-Bone
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Re: Box Breaker

Post by T-Bone » Tue Sep 13, 2011 4:07 pm

You added the conf, but you didn't remove the line love.graphics.setMode(..). It still lags just as much unless you comment out that line on the affected systems.

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JDFight
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Re: Box Breaker

Post by JDFight » Tue Sep 13, 2011 4:55 pm

Oops! Thanks again - T-Bone - I removed the offending setMode command -

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T-Bone
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Re: Box Breaker

Post by T-Bone » Tue Sep 13, 2011 4:58 pm

JDFight wrote:Oops! Thanks again - T-Bone - I removed the offending setMode command -
Just want to make something clear: setMode can be very useful, and it doesn't cause lag if it's used in the middle of the game. It is just at the beginning (or if you use it twice in a row) that it causes issues. If you want to let your game toggle between a window and fullscreen, use it.

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GijsB
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Re: Box Breaker

Post by GijsB » Tue Sep 13, 2011 5:20 pm

you may want to speed up your code a little with locals

example : BObjects.lua

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