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Copters !

Posted: Tue Oct 28, 2008 1:04 pm
by Damnae
Hello,

I made this game yesterday and I thought it's good enough to be shared ;)
It's inspired by this game.

The goal here is to defeat the other player by destroying his copter or pushing him off the screen.
You also have a "wind ability" that you can use once per game which stops your movement and push the other player away.
Zgeigcopters.love
Forgive me for the uninspired name :p
(510.75 KiB) Downloaded 841 times
Controls:
Player 1 - Arrows to move, right control key to use your wind ability.
Player 2 - ESDF to move, left control key to use your wind ability. (I didn't used WQSD because of azerty/qwerty keyboards)
F5 to restart the game. You may also use joysticks.
zgeigcopters1.png
zgeigcopters1.png (52.35 KiB) Viewed 11896 times
zgeigcopters3.png
zgeigcopters3.png (75.2 KiB) Viewed 11895 times
I hope you'll enjoy it =)

Re: Copters !

Posted: Tue Oct 28, 2008 1:25 pm
by Green_Hell
Awesomeness!!!

I like it. Please add network support :)

Re: Copters !

Posted: Tue Oct 28, 2008 2:08 pm
by rude
Kewl. Just had an epic battle with a friend.

Re: Copters !

Posted: Tue Oct 28, 2008 2:48 pm
by Kaze
Awesome, network support sounds good.

Re: Copters !

Posted: Tue Oct 28, 2008 9:36 pm
by farvardin
very smooth and well done :)
And thank you for thinking about people with azerty keyboard...

Re: Copters !

Posted: Tue Oct 28, 2008 10:49 pm
by Damnae
Green_Hell wrote:Please add network support :)
I'd like to do it, but synchronizing physics seems a bit hard to me ...
farvardin wrote:And thank you for thinking about people with azerty keyboard...
Actually I use an azerty keyboard ^^

Re: Copters !

Posted: Wed Oct 29, 2008 3:55 am
by cag
grateness. :)

Re: Copters !

Posted: Wed Oct 29, 2008 10:58 am
by muku
Damnae wrote:
Green_Hell wrote:Please add network support :)
I'd like to do it, but synchronizing physics seems a bit hard to me ...
It should be doable if you keep a fixed logic timestep (say e.g. 30fps); then the only thing you need to send across the network are the other player's inputs. This way each instance of the game should run identically to the other one.

Re: Copters !

Posted: Wed Oct 29, 2008 11:21 am
by u9_
This is excellent! Best love game i've seen so far i think.

For network play, I think it will be very difficult to get the simulations to run identical, but if possible you could every now and then transfer all the objects information (position, speed, acceleration etc.) to the client (if that's even possible in love) or you could simply try and send only player input to the server, and the object positions back to the client. But that would probably only work for very low lag situations.

Good luck

Re: Copters !

Posted: Wed Oct 29, 2008 3:12 pm
by bartbes
Green_Hell wrote:Please add network support :)
Indeed, network support sounds good. And I want to help you implementing it, as I am working on a networking lib
(see http://love2d.org/forum/viewtopic.php?f=5&t=230).
And implementing network support in your game using my lib, would help both projects.