glitchapp wrote: ↑Sun Jul 31, 2022 11:41 am
The problems with the events has been solved and now the new push-block logic is used all the time and the old is deprecated.
Till now I can't find any bugs with the events so everything is alright.
Here can be (I haven't saw this issue) the problem by the falling blocks: it can be situation with "gluing" of blocks to metablocks and when some of blocks have contact with static element (map, block or fish), the other block will be not falling too, as glued to the first one. But I am not sure that it's possible and I cannot make this situation.
Maybe we can build the tetris with static and dynamic blocks to simulate it
I'm not sure what you mean by gluing, I guess it means that it takes some movement for the objects to complete the falling process. I think that caused some issues with the events triggered when falling and I solved it by applying a timer in the conditional. It works more or less now.
Regarding the tetris, there is already a tetris hidden in the full game which should be unlockable, here is a screenshot:
If you want to play with it and use your game logic you can do it, so that you can test those uncommon situations in which what you explain happens, I would probably understand better when I see it.
I can also create a level with the needed forms to test those situations.
darkfrei wrote: ↑Wed Aug 03, 2022 4:19 pm
The level looks impossible: (3 7 is a selected tile)
(press Num+ and Num- to go between levels)
2022-08-03T18_16_25-1. Ship Wrecks. Drowned Submarine.png
Hi Darkfrei,
You are right, there's a mistake on that level, now the "exit" cells have the only purpose of not letting the players go outside the screen so that the game does not crashes, because the exit as you know is defined by the exit area instead of the exit cells, but in this level the small fish can not get out so the solution is to delete those exit cells, I will do it on the next update and the fish will be able to get out.
function loadmygame()
savedgame = love.filesystem.read("savedgames/save.txt")
end
function savemygame()
--achievements
--unlocked features
success, errormsg = love.filesystem.append( "savedgames/savedgame1.txt", leveleditorunlocked , all )
success, errormsg = love.filesystem.append( "savedgames/savedgame1.txt", extrasunlocked , all )
success, errormsg = love.filesystem.append( "savedgames/savedgame1.txt", musicplayerunlocked , all )
--unlocked levels
savedgame,savedgamemessage = love.filesystem.write("savedgames/savedgame1.txt",unlockedlevels,all)
if success then
print ('file created')
else
print ('file not created: '..savedgamemessage)
end
end
I get the error Error: game/mainfunctions/savegame.lua:26: bad argument #2 to 'write' (string or Data expected). I''ve never worked with files in löve and I'm not sure what I'm doing wrong.
-- prepare exit areas
level.areas = {}
for y, xs in ipairs (level.map) do
for x, value in ipairs (xs) do
if value == 2 then
-- exit cell to exit area
table.insert (level.areas, {x=x, y=y, w=1, h=1, name = "exit"})
-- remove exit cell
level.map[y][x] = 0
end
end
end
2022-08-03T21_37_13-0.Fish House. Closed in the Closet.png (33.23 KiB) Viewed 5974 times