GravGame
GravGame
A game about gravity. Kinda.
Basic Plans
I plan to have some kind of story involved with this game. The most likely story right now is something to do with some character having to control that robot and guide it through the levels. I'll probably end up coming up with something better, but for now this is all I've got. There will be specific 'areas' to travel through, and each will have its own theme, such as Jungle, City, Retro, others that I will think of. Each area will have a slightly different theme, different music, and I'm planning on adding some new abilities in each zone. For example, the Jungle may give you a vine swing ability. The City may give you some projectile attack. All subject to change.
Very early footage
Screenies
Graphics Update 1
A game about gravity. Kinda.
Basic Plans
I plan to have some kind of story involved with this game. The most likely story right now is something to do with some character having to control that robot and guide it through the levels. I'll probably end up coming up with something better, but for now this is all I've got. There will be specific 'areas' to travel through, and each will have its own theme, such as Jungle, City, Retro, others that I will think of. Each area will have a slightly different theme, different music, and I'm planning on adding some new abilities in each zone. For example, the Jungle may give you a vine swing ability. The City may give you some projectile attack. All subject to change.
Very early footage
Screenies
Graphics Update 1
Last edited by Camewel on 09 Apr 2012, 01:26, edited 1 time in total.
fun ! fun ! fun !
wanna try. lemme try !
I'm trying to think of gameplays that work with this. probably a timer or wall of death or something. fun !
what's up with the water / gravity interface / surface / whatever going up and down ?
EDIT : how about that line could actually move anywhere around the screen (diagonally, etc) and still the gravity direction would be normal to that line ?
wanna try. lemme try !
I'm trying to think of gameplays that work with this. probably a timer or wall of death or something. fun !
what's up with the water / gravity interface / surface / whatever going up and down ?
EDIT : how about that line could actually move anywhere around the screen (diagonally, etc) and still the gravity direction would be normal to that line ?
- Kyle Prior
- Posts: 469
- Joined: 02 Feb 2012, 23:38
This looks awesome! I would like to try it as well! Will the graphics be like classic 8bit, or do you not have any specific plans yet?
- Kyle Prior
- Posts: 469
- Joined: 02 Feb 2012, 23:38
Will the two players be able to collide? If so,
might it be possible to jump off one another
when they have both reached the gravity line?
?
Edit: Also, what kind of music? 8 bit? Something more modern?
might it be possible to jump off one another
when they have both reached the gravity line?
?
Edit: Also, what kind of music? 8 bit? Something more modern?
Last edited by Kyle Prior on 09 Apr 2012, 01:15, edited 1 time in total.
This is very much an intended feature. There will be separate maps for 1P and 2P, and the 2P maps will require co-ordination to beat.Kyle Prior wrote:Will the two players be able to collide? If so,
might it be possible to jump off one another
when they have both reached the gravity line?
?
Also, what kind of music? 8 bit? Something more modern?
As for music, I'd like to have a variety. This level which is in the screenshot is mostly just a mock-up level to see what I can do, there will be a variety of different level themes, and each theme would have its own music. In particular, there will be a retro-styled bit with chirpy 8-bit music going, but most of it will be more modern music.
Update video, I added a load of new features. You may notice the nice overlay thing is missing, that was just to demonstrate the level editor.
Also:
You can no longer jump over blocks on the very top of the screen.
The editor has loading and saving of levels.
Also:
You can no longer jump over blocks on the very top of the screen.
The editor has loading and saving of levels.
it's funny cause your game is all about falling, but you can't actually fall to death like in most games.
btw maybe you could use at some point, or each time you load the menu
with a bigg-ish size (50 ?) to make the text look better
will be happy to try and help with graphics when this goes on.
btw maybe you could use at some point, or each time you load the menu
Code: Select all
font = love.graphics.newFont(size)
love.graphics.setFont(font)
will be happy to try and help with graphics when this goes on.
This is pretty awesome so far
- Kyle Prior
- Posts: 469
- Joined: 02 Feb 2012, 23:38
I almost feel that when it gets to the top of the ramp, it should launched off just a bit. When going down the ramp, the gravity seems quite floaty, but it almost looks stronger going up.
I did actually attempt to add that, but there were certain glitches, such as the top of the slope being a springboard (which is functionality that I will recycle later, this was easily fixable anyway), premature jumping on very large slopes (where it messes up detecting whether or not you should be jumping for whatever reason) and some weird glitch where you go inside the slope, clip through blocks and basically be a bit glitchy (probably fixable, but I was running out of time by this point so I didn't bother and commented the whole jumping bit out.).
No, that would be silly, complicated and prone to mess ups. I have a much more sophisticated method. I even told you about said method earlier and you were all "pfft impossible you can't add slopes in a game based around square collisions pfft" and look it works yay me.trosh wrote:so you don't modify a y_speed variable when going on a slope ? strange, but go on.
- Kyle Prior
- Posts: 469
- Joined: 02 Feb 2012, 23:38
Well I guess it would only be important if you were trying to make a super-ultra-realistic game. And with the gravity as it is, it would seem that this is not a game aimed at being realistic. Also, YAY springboards!!Camewel wrote:I did actually attempt to add that, but there were certain glitches, such as the top of the slope being a springboard (which is functionality that I will recycle later, this was easily fixable anyway), premature jumping on very large slopes (where it messes up detecting whether or not you should be jumping for whatever reason) and some weird glitch where you go inside the slope, clip through blocks and basically be a bit glitchy (probably fixable, but I was running out of time by this point so I didn't bother and commented the whole jumping bit out.).
Slopes now launch you upwards at a speed proportional (a bit less) to your x speed. Also, you can now jump off them and collide with the flat sides properly. I also made it so your foot slightly embeds in the slope because it looked really silly like it was. That gif I posted just had falling on and going up slopes working. I have added more things you can mess around with in the level editor too, such as the height of the gravity line and the strength of gravity. And two new debug keys were added, slow-mo and invert gravity. I may recycle these as cheats later. I still have a fair bit to do before I release a new update video such as:
Make the menu look nicer again.
Make the editor at least a tiny bit user-friendly.
Update all drawing so slopes stop being invisible on split-screens and level images.
Make it easier to manage map-packs.
Other stuff that I've yet to decide on.
Make the menu look nicer again.
Make the editor at least a tiny bit user-friendly.
Update all drawing so slopes stop being invisible on split-screens and level images.
Make it easier to manage map-packs.
Other stuff that I've yet to decide on.
- Kyle Prior
- Posts: 469
- Joined: 02 Feb 2012, 23:38
Needs hats and Pokémon. Other than that, good work!
BAH! is it out yet?!?
Looks so epic...
Looks so epic...
Yeah, that's a difficult question to answer. Of course it's out, hence the massive text saying 'download whee'.
And I'm not even started on this thing, just wait until I come back, you'll hardly recognise it (just kidding of course you will the point is that I'll make loads changes and stuff).
And I'm not even started on this thing, just wait until I come back, you'll hardly recognise it (just kidding of course you will the point is that I'll make loads changes and stuff).
- falconsblack
- Posts: 24
- Joined: 13 Apr 2012, 18:48
looks cool but i've got a question? how did you make a LOVE game a mac. i cant seem to get it working. Nice job on the game though.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
download download theres no download but not worry i make a download *serious mode activated* wheres the download ?
OMG sentence make no sense does!falconsblack wrote:looks cool but i've got a question? how did you make a LOVE game a mac. i cant seem to get it working. Nice job on the game though.
just make a regular .love file and run it with love2d in mac. where a is problem.
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- Posts: 2
- Joined: 11 Jun 2012, 02:36
What? I can't see it!Camewel wrote:Yeah, that's a difficult question to answer. Of course it's out, hence the massive text saying 'download whee'.
And I'm not even started on this thing, just wait until I come back, you'll hardly recognise it (just kidding of course you will the point is that I'll make loads changes and stuff).
Step 1) Invent near light-speed space travel.
Step 2) Travel at this speed to the Andromeda galaxy. You'll hardly notice the time pass, it will seem like mere minutes to travel to you, as long as you are close enough to light speed.
Step 3) Take a look around, there might be sentient life there. You could get a load of money for that, possibly enough to cover the insane costs of inventing travel that fast.
Step 4) Return to earth. Although the travel will have only seemed to have taken under an hour total, the year on Earth will be 2017.
Step 5) Find this topic and click download.
Step 2) Travel at this speed to the Andromeda galaxy. You'll hardly notice the time pass, it will seem like mere minutes to travel to you, as long as you are close enough to light speed.
Step 3) Take a look around, there might be sentient life there. You could get a load of money for that, possibly enough to cover the insane costs of inventing travel that fast.
Step 4) Return to earth. Although the travel will have only seemed to have taken under an hour total, the year on Earth will be 2017.
Step 5) Find this topic and click download.
Well I'm travelling in time right now.
Forwards.
Normal speed.
Forwards.
Normal speed.