Survive... ball?

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Bananicorn
Prole
Posts: 21
Joined: Thu Apr 12, 2018 9:59 am

Survive... ball?

Post by Bananicorn » Fri Mar 15, 2019 2:28 pm

So I made this for trying my hand at an isometric game - it *looks* as basic as it gets, but I've learned a lot from it.
I'm not a fan of traditional menus and I wish I could make them this way every time I made a game, but it's probably not applicable everywhere.

Also, I'm aware that there's, like a shitton of room for improvements, and possible stuff to add, but if I keep on going with this 'engine', I'd rather try something with different gameplay :)
Or at least I'd like to know if any traces of fun can be found within ;)

Have fun and tell me your highscore!

https://bananicorn.com/games/survive_ball/about

randomnovice
Citizen
Posts: 70
Joined: Sat May 09, 2015 9:15 pm

Re: Survive... ball?

Post by randomnovice » Fri Mar 15, 2019 4:38 pm

Really fun game thanks!

I found it pretty tricky and managed a high score of 15 points after 5-10 minutes of trying :)

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pgimeno
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Posts: 1531
Joined: Sun Oct 18, 2015 2:58 pm

Re: Survive... ball?

Post by pgimeno » Fri Mar 15, 2019 4:39 pm

Cool idea! I'm not a great player it seems, I just got 24 points.

I think the ball needs a bit more thickness to not pass trough walls when going around corners.

I had quite some trouble with the Linux packaging. It's gzipped twice, so the proper extension would be .tar.gz.gz, and the .tar contains the .love file and a maps directory with some big VIM swap files, yet only the .love file is needed. It's already zipped anyway so it should not need any further packaging. The .love file size is 23K bytes and the package is 423K.
Thrust II Reloaded - GifLoad for Löve - GSpöt GUI - My NotABug.org repositories - portland (mobile orientation)
The MS-Github repositories I had have been closed after the acquisition announcement and will be removed in the near future.

Bananicorn
Prole
Posts: 21
Joined: Thu Apr 12, 2018 9:59 am

Re: Survive... ball?

Post by Bananicorn » Fri Mar 15, 2019 7:42 pm

pgimeno wrote:
Fri Mar 15, 2019 4:39 pm
Cool idea! I'm not a great player it seems, I just got 24 points.

I think the ball needs a bit more thickness to not pass trough walls when going around corners.

I had quite some trouble with the Linux packaging. It's gzipped twice, so the proper extension would be .tar.gz.gz, and the .tar contains the .love file and a maps directory with some big VIM swap files, yet only the .love file is needed. It's already zipped anyway so it should not need any further packaging. The .love file size is 23K bytes and the package is 423K.
Oh god you're right!
That also means any other Löve game I've put on my website suffers from the same problem.
(Damn, there's me trying to be Linux-first and I manage to fuck up the linux build, haha)
Brb, changing all my Makefiles - thanks! :)

The player is practically only a point, so yeah I should make his collision work as a sphere instead.
Also, 24 isn't that bad - considering there's some cases where your view is blocked by something and there's a lot of stuff going on^

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pgimeno
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Joined: Sun Oct 18, 2015 2:58 pm

Re: Survive... ball?

Post by pgimeno » Fri Mar 15, 2019 11:22 pm

Bananicorn wrote:
Fri Mar 15, 2019 7:42 pm
The player is practically only a point, so yeah I should make his collision work as a sphere instead.
I think an AABB would be good enough. I don't expect a perfect collision, just that the ball doesn't go through walls :)
Thrust II Reloaded - GifLoad for Löve - GSpöt GUI - My NotABug.org repositories - portland (mobile orientation)
The MS-Github repositories I had have been closed after the acquisition announcement and will be removed in the near future.

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