Turtle: Puzzles [Beta]

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TheJonyMyster
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Post » 08 Dec 2012, 09:29

I guess you're right!

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Turtle95
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Post » 24 Dec 2012, 04:24

Hello loyal Turtle: Puzzles fans! Here's some good news:

1) We have a new forum
2) Currently, Turtle: Puzzles is pending for submission on Desura!

I hope you guys enjoy the game when it comes out!

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TheJonyMyster
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Post » 24 Dec 2012, 09:49

Yeah, you can't actually POST on the forum...

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rokit
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Post » 24 Dec 2012, 13:51

Wow guys it's now 186 of 7,109 which is GREAT! Also, pending on desura, http://www.desura.com/games/turtle-puzzles.

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Turtle95
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Post » 24 Dec 2012, 16:02

TheJonyMyster wrote:Yeah, you can't actually POST on the forum...
I think I fixed it. Try it now.

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rokit
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Post » 24 Dec 2012, 16:50

still can't post

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Turtle95
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Post » 24 Dec 2012, 16:53

rokit boy wrote:still can't post
Now it's definitely fixed. No worries!

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Legend_of_Kirby
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Post » 03 Jan 2013, 03:29

Turtle95 wrote:
rokit boy wrote:still can't post
Now it's definitely fixed. No worries!
* I made an idiotic post *
Last edited by Legend_of_Kirby on 03 Jan 2013, 04:17, edited 1 time in total.

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Turtle95
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Post » 03 Jan 2013, 03:39

Legend_of_Kirby wrote:
Turtle95 wrote:
rokit boy wrote:still can't post
Now it's definitely fixed. No worries!
Need any help with some "Medium" Pixel animation? I use PIXEN and would like to well... help.
All animations are done via quads. Not sure what I need though.

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Qcode
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Post » 03 Jan 2013, 03:46

We don't use gifs for animating where we're from.

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Turtle95
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Post » 03 Jan 2013, 03:49

Qcode wrote:We don't use gifs for animating where we're from.
Exactly. I just said quads.

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Qcode
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Post » 03 Jan 2013, 03:52

That was directed at L_O_K.

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Turtle95
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Post » 06 Jan 2013, 06:39

To keep things alive on SYS, here's something relevant to develoment:

Image

Other than that, the game's getting a new linking system (previously linking names, horrible idea, as it only links to 1 item, not multiple inputs)

List of changes for the LOVE version from Java (so far)
Bold is major

In-game Editor (not png files)
New Sprites
Mappacks
Smaller file download size (obviously)
Animations use quads, not gifs
Multiplayer on the same computer
Hats
Plot

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Legend_of_Kirby
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Post » 07 Jan 2013, 00:45

Hmn I still wanna help by making some sprites. Can you tell me what things I could make and what the fuck quads is.

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Turtle95
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Post » 12 Jan 2013, 05:09

Legend_of_Kirby wrote:Hmn I still wanna help by making some sprites. Can you tell me what things I could make and what the fuck quads is.
Quads are just a fancy way of saying frames. For example, should I have 2 quads (frames) they have to be equally spaced and sized to work properly.

In other news, here's the blog:

http://www.turtlepuzzles.uphero.com/

It's like a home page and stuff. Thank pyro for making it. I learned quickly how to use wordpress. Woohoo!

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Turtle95
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Post » 22 Jan 2013, 05:20

Time for another update:

Linking is about to work, but only if the following code would work..

Code: Select all

for i, v in pairs(objects) do
			for j, w in pairs(v) do
				local s 
				if w.connections then
					s = w.connections
				elseif w.links then
					print(i, v, j, w)
					--door table 1/2 table
					table.insert(s, objects[i][j])
				end
			end
		end
Pretty much I just gotta store what I got from what links are to connections, and then it's smooth sailing. However, it refuses to work. If anyone has a solution, let me know.

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Automatik
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Post » 22 Jan 2013, 22:35

You're defining "s" as nil (local s[nothing]) then you try to insert things in it like if it was a table (table.insert(s, objects[ i][j])).
And you reset it each time at the start of the loop.
And you make it local, so that you can't access it outside the loop.

Code: Select all

local s = {}
for i, v in pairs(objects) do
   for j, w in pairs(v) do
      if w.connections then
         table.insert(s, w) -- Hey, you were redefining "s" everytime w.connections existed. I don't think that's what you intended. 
      elseif w.links then
         print(i, v, j, w)
         --door table 1/2 table
         table.insert(s, w)--we can shorten that line, because objects[i][j]==w
      end
   end
end

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Turtle95
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Post » 23 Jan 2013, 00:21

Automatik wrote:You're defining "s" as nil (local s[nothing]) then you try to insert things in it like if it was a table (table.insert(s, objects[ i][j])).
And you reset it each time at the start of the loop.
And you make it local, so that you can't access it outside the loop.

Code: Select all

local s = {}
for i, v in pairs(objects) do
   for j, w in pairs(v) do
      if w.connections then
         table.insert(s, w) -- Hey, you were redefining "s" everytime w.connections existed. I don't think that's what you intended. 
      elseif w.links then
         print(i, v, j, w)
         --door table 1/2 table
         table.insert(s, w)--we can shorten that line, because objects[i][j]==w
      end
   end
end
Not sure if this is what I want. See, the links portion of it needs to go into the table from the object. Buttons for example use the table self.connections = {}. Then I'd insert w into s which would be what the outputs use.So that if you looked at printing, it would be:

function button:init(x, y, time)
--standard

self.connections = {}

for i = 1, #self.connections do
print(self.connections)
end
end

Of course it should hopefully end up printing when linked to a door:

button: table 0x092ABC (or whatever it should print as objects["door"][1])

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Turtle95
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Post » 26 Jan 2013, 06:58

Update:

Image

More stuff will be added to this.

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Turtle95
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Post » 30 Jan 2013, 01:23

Update:

[youtube]https://www.youtube.com/watch?v=CmSMBRLZdmM[/youtube]

For the sake of stuff, here's how it was done:

Set linking names from entity.lua onto the placed entity
Loop through the map for links and outputs, color them in if we are linking
click and drag from the input to output
test
profit

Code: Select all

entitylist = { --All entities
	"button",
	"spawn",
	"ladder",
	"spikes",
	"door",
	"coin",
	"lava",
	"water",
	"exit",
	"gate",
	"key",
	"lever",
	"spring",
	"permabutton",
	"fakewall",
	"invisowall",
	"teleporter",
	"sign",
	"crate",
	"floorbutton",
	"trigger",
	"platform",
	"warp",
	"checkpoint",
	"lasergrillhor",
	"lasergrillver",
	"wire",
	"nodes" 
}

...

rightclickvalues = {}
linkname = {}

linkname["teleporter"] = {"teleport"}
linkname["button"] = {"button"}
linkname["door"] = {"door"}
linkname["lever"] = {"lever"}
linkname["permabutton"] = {"permabutton"}
linkname["fakewall"] = {"fakewall"}
linkname["invisowall"] = {"invisowall"}
linkname["floorbutton"] = {"floorbutton"}
linkname["trigger"] = {"trigger"}
linkname["lasergrillhor"] = {"lasergrill"}
linkname["lasergrillver"] = {"lasergrill"}

...

entity = class:new()

function entity:init(image, imagedata, x, y, width, height) --An entity block not an actual entity
	self.type = nil
	self.image = image
	self.x = x
	self.y = y
	self.quad = love.graphics.newQuad((self.x-1) * 17, (self.y-1) * 17, 16, 16, width, height)
end

function entity:settype(j) --List the types
	for i = 1, #entitylist do
		if i == j then
			self.type = entitylist[i]
		end
	end
end

Camewel
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Post » 30 Jan 2013, 14:28

Linking System's video description wrote:modernized click and drag style me and the other developers came up with
I didn't know Maurice was on your development team.

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Turtle95
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Post » 30 Jan 2013, 21:20

Camewel wrote:
Linking System's video description wrote:modernized click and drag style me and the other developers came up with
I didn't know Maurice was on your development team.
He isn't. Also, just because our linking system has a click and drag system doesn't mean you say that kind of stuff. Before this, it was textbox rightclick input, which was a bitch.

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Qcode
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Post » 30 Jan 2013, 23:04

Text box input was the bomb man, though I really only like it because I mainly designed it. At least it didn't cause all these bugs.

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rokit
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Post » 30 Jan 2013, 23:12

Camewel wrote:
Linking System's video description wrote:modernized click and drag style me and the other developers came up with
I didn't know Maurice was on your development team.
It's gonna be like the new copycat pandemic on Youtube.

"Hey guys I just made a platformer which works with tiles...."

Camewel
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Post » 30 Jan 2013, 23:39

You guys can reason all you want, but you copied Mari0 then claimed you came up with it. That's just silly.

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Turtle95
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Post » 30 Jan 2013, 23:55

Camewel wrote:You guys can reason all you want, but you copied Mari0 then claimed you came up with it. That's just silly.
Not even close. Click and drag may be how Maurice made it, but just because we do the same thing, but link it differently, does not mean we even copied it. That's like saying Maurice copied Portal and Mario and claimed he made them, which he didn't.

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rokit
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Post » 31 Jan 2013, 00:02

Does anybody even care? So what that the linking system is the same as Maurice's. You made a game oh noes I didin't know every single game developer in the world is on your team.

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Turtle95
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Post » 31 Jan 2013, 00:06

rokit boy wrote:Does anybody even care? So what that the linking system is the same as Maurice's. You made a game oh noes I didin't know every single game developer in the world is on your team.
Rokit, it's not the same. At all. Sure the concept of how you'd click and drag is related, but how the linking is done itself matters if anything. And not to start anything rude, but "it's not like [Maurice] filled a patent on a certain way to code click and drag" - Saso

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BobTheLawyer
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Post » 31 Jan 2013, 00:10

Linking System's video description wrote:modernized click and drag style me and the other developers came up with
It is because you said you came up with a click and drag style, but Camewel pointed out that you couldn't have came up with the style.

People interpreted him wrong, and he didn't see the code.

Now stop arguing.

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Turtle95
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Post » 01 Mar 2013, 06:38

After a while of doing nothing, here is something to show for the hell of it:

Image

Just to show nobody died.

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BobTheLawyer
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Post » 01 Mar 2013, 13:43

Make a pony hat.

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Turtle95
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Post » 01 Mar 2013, 23:06

BobTheLawyer wrote:Make a pony hat.
Maybe. I'm taking hat suggestions as well. So, share with me your ideas!

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Legend_of_Kirby
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Post » 01 Mar 2013, 23:28

Put some other stabyourself members as hats ( *Cough* maybe me?*Cough*) And maybe a small description about the hat, listed to the right of it.

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Turtle95
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Post » 01 Mar 2013, 23:32

Legend_of_Kirby wrote:Put some other stabyourself members as hats ( *Cough* maybe me?*Cough*) And maybe a small description about the hat, listed to the right of it.
What does that even mean? Anyway, I don't need descriptions for hats.

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Bonko
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Post » 02 Mar 2013, 00:47

Santa hat
Turtle hat
Cat in the hat's hat

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Vyper
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Post » 02 Mar 2013, 02:22

Red box hat
Cookie hat
GLaDOS hat
Missingno. hat

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Turtle95
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Post » 02 Mar 2013, 03:02

If you want, feel free to sprite them. I'd rather that than just:
blah hat
derp hat
lolz hat

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HansAgain
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Post » 02 Mar 2013, 04:03

Goomba hat:
Image
In turtle:
Image

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Qcode
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Post » 02 Mar 2013, 04:04

Best one so far.

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HansAgain
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Post » 02 Mar 2013, 18:32

Bomberman hat:
Image
In Trutle:
Image

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Legend_of_Kirby
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Post » 02 Mar 2013, 18:33

I'll make a hat.

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Turtle95
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Post » 02 Mar 2013, 20:10

Hans1998 wrote:Bomberman hat:
Image
In Trutle:
Image
I have the feeling these are from the mari0 forum hats, so I'll only take the goomba one. Unless you prove me wrong.

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HansAgain
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Post » 02 Mar 2013, 22:37

Turtle95 wrote:I have the feeling these are from the mari0 forum hats, so I'll only take the goomba one. Unless you prove me wrong.
they are not from the mari0 forums. i based the bomberman sprites on the nes bomberman: Image I have edited them by myself.

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renhoek
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Post » 03 Mar 2013, 09:58

Hans1998 wrote:
Turtle95 wrote:I have the feeling these are from the mari0 forum hats, so I'll only take the goomba one. Unless you prove me wrong.
they are not from the mari0 forums. i based the bomberman sprites on the nes bomberman: Image I have edited them by myself.
pro-tip
http://imgur.com//
and the preview button.

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Mr.Q.Marx?
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Post » 05 Mar 2013, 01:54

Image
Turtle (base)
Cat in the Hat
Hitcher (if you're UK you're alot more likely to get that)
Kenny
Cookie
Red Box
Rainbow Dash (looks weird in Green. Kinda orc-like)
Bowler Hat.
GlaDOS

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Turtle95
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Post » 05 Mar 2013, 02:16

Mr.Q.Marx? wrote:Image
Turtle (base)
Cat in the Hat
Hitcher (if you're UK you're alot more likely to get that)
Kenny
Cookie
Red Box
Rainbow Dash (looks weird in Green. Kinda orc-like)
Bowler Hat.
GlaDOS
Very nice. I'll look into these. I'm not sure how well GLaDOS will fit though xD

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Shank
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Post » 05 Mar 2013, 04:53

Want to see what I entered as a backstory?
Turtle McTurtle, a turtle working at the Turtle Corporation, was an average turtle. He would swim, eat, crawl and breathe. One day, on the way out from the pond he noticed his cave was lit up with a blue flame, he decided to investigate. On the way down to his cave, he noticed the blue light getting brighter and some faint shadows moving around on the wall opposite to him. As he moved closer, he made out the shadows, It was a flock of birds harassing his kin! He moved as fast as he could with his stubby legs and evidently breaking the ground under him. As he fell, he saw the walls of the "Enchanted Dungeon" that was spoken about in children's stories, he knew he was doomed…
(END)
This is what I could think of from the Indie-site-thing with a little spin.

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Firaga
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Post » 05 Mar 2013, 18:48

I had a few minutes during class, so I made some hats if you want to use them.

Image

- Quote Hat
- Flower Hat
- Rubik's Cube
- The Big Red Button
- Policeman
- ?

Might make more if I have some more free time.
Last edited by Firaga on 06 Mar 2013, 01:30, edited 1 time in total.

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Vyper
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Post » 06 Mar 2013, 01:26

I made some hats.
Image
-Mustache
-Mario hat
-Shiny pink hair (lol)
-Muffin
-Missingno.
-Upside-down head

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Turtle95
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Post » 06 Mar 2013, 01:59

Vyper wrote:I made some hats.
Image
-Mustache
-Mario hat
-Shiny pink hair (lol)
-Muffin
-Missingno.
-Upside-down head
Very nice! I like some of these. Keep them coming and some of your hats might be in the game! I won't spoil which have gotten in though.

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