Author Topic: [Map/Mod] Windmill  (Read 9481 times)

Orion63

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[Map/Mod] Windmill
« on: August 18, 2011, 12:32:38 PM »
Windmill

This is just a clone of the SFCave game(or http://www.helicoptergame.net/ ), that I made so I could get familiar with the Eufloria modding/mapping capabilities.
It's not really hard, you can probably score more than a minute, I am sure.

While the code, it's not really clean(ok, the code it's a complete mess) due to a lot of rewrites, I still tried it to make it readable, so if you're feeling like it, feel free to dive in.

Special thanks to pretty everyone who has already made maps(especially annikk.exe, AWS and Aino), since most of the mod was made while reading their source-codes and the documentation. At last I would like to say thanks and congratulate Alex and Rudolf for this awesome game and respective documentation.

Cheers, have fun, kids ^^
« Last Edit: August 19, 2011, 01:40:00 AM by Orion63 »

Lost Seedling

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Re: [Map/Mod] Windmill
« Reply #1 on: August 18, 2011, 04:39:17 PM »
Can you provide instructions for dummies?


(Next day): Oh. Apparently an earlier project I was working on yesterday was carrying over my "OnLeftMouseDown" function and effecting the Left Mouse Button. It works fine now! Yes, it is difficult, but very cool.
« Last Edit: August 19, 2011, 03:23:39 AM by Lost Seedling »

Rudolf

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Re: [Map/Mod] Windmill
« Reply #2 on: August 18, 2011, 05:46:50 PM »
Lost seedling, just press the left mouse button for vertical lift. :-)

Wow, this is pretty cool, if somewhat unforgiving.

May I make a suggestion? The randomness of the level makes it almost impossible to get very far, 10 secs is all I managed in ten tries. Maybe it is an ideas to create static levels that can be played as a course? You can even include moving "plarforms" by having movable asteroids.  (In theory it should be possible to add custom graphics as well)

Either way, very cool you manage to mod the game to do something like this! :-D

Orion63

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Re: [Map/Mod] Windmill
« Reply #3 on: August 18, 2011, 11:03:02 PM »
Thanks for the comment ^^.

I actually made it a bit harder on the later stages of development, because I was getting huge times sometimes(close to 2 minutes), and I was pretty sure, I sucked hard at the game :P. Don't worry, I will upload a version that will only release 1 asteroid per second(Right now, it shoots two asteroids per second(No time between them)).

About the suggestions, I had thought about static levels, but didn't even began to write, because the only way to make static levels infinite and diverse, would be to have some kind of seeded function(Too play the same course, just provide the same seed value), and that started to look a bit nightmarish ^^

And what do you mean my "platforms"?

The middle asteroids are easily moved, so feel free to suggest.(I just need to get the old code back, where the wall's asteroids and the middle asteroids, where stored in distinct arrays).

Cheers.

Aino

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Re: [Map/Mod] Windmill
« Reply #4 on: August 18, 2011, 11:55:24 PM »
Wow, the code really is a mess D:

Well, it's more like a wall of code, not a mess...

Aino

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Re: [Map/Mod] Windmill
« Reply #5 on: August 19, 2011, 12:00:45 AM »
Mind if I make a drawed one(with drawing and not asteroids?

Orion63

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Re: [Map/Mod] Windmill
« Reply #6 on: August 19, 2011, 12:13:04 AM »
Wow, the code really is a mess D:

Well, it's more like a wall of code, not a mess...

If I have the time, I will make it a little more readable.

I am still trying to get used to lua...global variables everywhere...It doesn't make sense :P

Thank you for the honest comment, anyway ;)

Yeah, sure, no problem ;)

Orion63

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Re: [Map/Mod] Windmill
« Reply #7 on: August 19, 2011, 01:39:11 AM »
Wrapped up everything in functions, so it's way more readable.

Aino

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Re: [Map/Mod] Windmill
« Reply #8 on: August 19, 2011, 10:29:18 PM »
Ok, I'm done with the drawn one, just gonna test it and stuff and then release it :)

It also includes balls moving up and down as it moves towards you :P

Aino

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Re: [Map/Mod] Windmill
« Reply #9 on: August 19, 2011, 10:51:14 PM »
Ok, I release it here, named Helipad...

It's mostly the same thing, only more "clean" for my eyes(that was the whole purpose xD) and some few new features :)

annikk.exe

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Re: [Map/Mod] Windmill
« Reply #10 on: August 19, 2011, 11:38:33 PM »
I think that's a little rude to make an "improved" version of the level, even though he said it was OK..

Aino

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Re: [Map/Mod] Windmill
« Reply #11 on: August 19, 2011, 11:42:54 PM »
Hmm, ok :/

I'll take it down if it's not fine with him. And it's actually not an improvement, mine lacks some of the stuff his has, but his doesn't have some things mine has :)

But if he say I should take it down, I will.

Orion63

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Re: [Map/Mod] Windmill
« Reply #12 on: August 20, 2011, 12:59:59 AM »
Thanks annikk, but I really don't mind ^^.

That is itself the beauty of open-source software.
Programming is indeed, a creative process(which normally brings the idea of copyrights), but it's subjectivity is superior than many other forms of arts, because this particular art, creates an infinite array of tools. These tools can be classified by a subject, by it's performance, design, user experience, etc...
Some of you, may be comparing this description to a lot of other crafts, like metalwork for example, and the comparison it's not ridiculous at all, but programming has one thing, that pretty much none other has: Mutability.

When a sword is broken, it is as hard to fix it, as it was to create it. Programming is much(MUCH) easier, and has a much powerful process to mutate(text editors ^^) and to spread(www).
The beauty of programming is that, it is no diamond and therefore doesn't last forever, it is more like sand, easy to learn, hard to master, and mutable(Although in sand, 'cooperation' normally ends up in total utter destruction).

So when I release source-code I normally expect critics, suggestions and sometimes remakes.

Anyhow, since I am on my linux machine, It will take some time for me to finally try the level, but already downloaded it and stored it in the maps folder ;).

PS: Remember me, to stop studying philosophy, I am afraid to pass the point of no return...

PPS: Yes, Alex and Rudolf, I would love to swim around Eufloria source code, do all kind of nasty stuff to it and take it to the limit ^^

Aino

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Re: [Map/Mod] Windmill
« Reply #13 on: August 20, 2011, 01:07:20 AM »
Heh, I don't mind any remake(open sourced or not) because I know it's different wether they used my source code or not, because everyone wants to make something else than what I did.

But if someone doesn't like me to work on an idea someone else has worked on, I'll stop.