AlienSlime! (GlobalGameJam2011)

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ghoulsblade
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AlienSlime! (GlobalGameJam2011)

Post by ghoulsblade »

love-android - gamejams
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TechnoCat
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Re: AlienSlime! (GlobalGameJam2011)

Post by TechnoCat »

Haha, very nice game. Reminds me of deathball a lot.
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Re: AlienSlime! (GlobalGameJam2011)

Post by vrld »

Yeah, kill those puny humans!
I have come here to chew bubblegum and kick ass... and I'm all out of bubblegum.

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ghoulsblade
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Re: AlienSlime! (GlobalGameJam2011)

Post by ghoulsblade »

we used the "tiled" map editor ( http://www.mapeditor.org/ )
which supports multiple layers and has a xml based map format.

since we couldn't find a loader for lua/love at the gamejam,
i now extracted everything needed to load and display one of those map files into a single lua file,
might be useful for a few people at the next game jam.

EDIT : also wrote it to the wiki : http://love2d.org/wiki/TiledMapLoader
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love_tiledmap.zip
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tiledmap.lua
tiledmap.lua
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Last edited by ghoulsblade on Mon Jan 31, 2011 6:16 pm, edited 1 time in total.
love-android - gamejams
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kikito
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Re: AlienSlime! (GlobalGameJam2011)

Post by kikito »

Well, I knew of one implementation, but I personally like yours better.

Also, nice game!
When I write def I mean function.
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SiENcE
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Re: AlienSlime! (GlobalGameJam2011)

Post by SiENcE »

Image

I found Alien Slime mentioned in the german "making games magazin".

The first LÖVE Game mentioned in press ;-) ?

good job!
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crow
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Re: AlienSlime! (GlobalGameJam2011)

Post by crow »

Very nice work and the amount of replies you have for this project is just epic very very nice work 10 ++ for you and the dev team
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Re: AlienSlime! (GlobalGameJam2011)

Post by Senevri »

I found this before the Advanced Tiled Loader, and this seems sufficient with the following addition:

Code: Select all

function TiledMap_Objects(filename, objectname)
	local xml = LoadXML(love.filesystem.read(filename))
	local objects = {}
	for k, sub in ipairs(xml[2]) do
		if (sub.label == "objectgroup") then 
			print ("found objectgroup")
			for l, child in ipairs(sub) do
				to = child.xarg
				to.properties = nil
				if child[1] ~= nil then 					
					to.properties = {}
					local property = {}
					for i, prop in ipairs(child[1]) do						
						
						local name = prop.xarg.name
						local value = prop.xarg.value
						--property[name]=value
						property.name = name
						property.value = value
					end
					table.insert(to.properties, property)						
				end
				if objectname == nil then 
					table.insert(objects, to)
				else
					if child.xarg.name == objectname then 					
						table.insert(objects, to)
					end
				end				
			end
		end
	end
	return objects
end
So I can access defined start areas etc.
*edit*
I had a need to access created properties (ie. a chest object could contain a 'loot' property, so I ended up expanding this. I should really switch the loader I'm using, but this is working for now. Hm.
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Re: AlienSlime! (GlobalGameJam2011)

Post by congusbongus »

Thanks for the Tiled loader, it's a great start.

I've started extending it a bit (CSV encoding support, arbitrary tile sizes) at https://github.com/cxong/LoveTiledMap so feel free to try it out!
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