Author Topic: [Map]Tough Collisions  (Read 28009 times)

Aino

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[Map]Tough Collisions
« on: April 09, 2011, 09:31:25 PM »
Finally, after 2 hours of work: My "Mod" Game!

It is called "Tough Collisions" and does not have anything to do with Eufloria at all, except for the Eufloria Engine...

Main goal is to grow and grow in size, I still have to make some stuff and things to fix, but it is playable!

Just Download the lua and play via Eufloria :)

Any suggestion or bug reports would be nice...

(click to show/hide)
« Last Edit: July 28, 2011, 05:18:01 AM by Aino »

Sniped50

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Re: Though Collisions
« Reply #1 on: April 10, 2011, 01:41:55 AM »
Awesome...
...
...
...
...
...  ;D

Sorry, I fazed out there for a minute...
It looks brilliant. Seriously. I especially like the red writing at the top.

Few suggestions/tweaks:
1) Once you get to Jupiter-Sized, the camera stops zooming out, so either make it end at that point or ask Alex if you can alter how much you are allowed to zoom out.
2) The different levels are too short. I got from an atom to 1*1*1m within 30 seconds. MOAR LEVELS!
3) Colour scheme is meh. I prefer multi-coloured mountains, please. 8)
4) The control scheme wasn't what I expected, so maybe add a quick tutorial at the beginning?
5) While I get why you kept the atoms/bacteria/cells/whatever they are from spawning outside of a certain distance from the centre (it's to save time and processing power, isn't it?), I like it when I get to go wherever I please and not have to worry about running out of bounds.

Aino

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Re: Though Collisions
« Reply #2 on: April 10, 2011, 02:04:10 AM »
If you think the game is too short, write this in the console "SizeRatio = 0.1"... Thats the percent of size from the "eaten" dot that acctually will affect the size of the dot that is eating...

And when you think of new levels, you just respawn at atom size when you die...

Aaand the bound is to keep the action close too you, and it's like the eye view of the dot...

For the other stuff; I'll fix that :)
« Last Edit: April 10, 2011, 05:38:29 AM by Aino »

Sniped50

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Re: Though Collisions
« Reply #3 on: April 10, 2011, 06:54:03 PM »
Aaand the bound is to keep the action close too you, and it's like the eye view of the dot...
So does that mean the bound moves with the dot?

I'm sorry, but I didn't notice when playing... :P

Aino

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Re: Though Collisions
« Reply #4 on: April 10, 2011, 07:17:38 PM »
Ye, the boundaries move with the dot :)

annikk.exe

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Re: Though Collisions
« Reply #5 on: April 11, 2011, 06:36:20 PM »
This is really awesome work Aino.

It's very similar to a game called "Osmos".  I remember a while back Rudolf wondering out loud if somebody would make an Osmos clone someday.. :>

Here's a few suggestions I thought of:

1) Stars?  You could totally put stars in this...  I can give you a hand with the implementation if you want :>
2) Gravity?  It's a prime candidate for a gravity implementation..
3) How about colouring the asteroids that are smaller than you as blue, and the asteroids that are larger than you as red?
4) When you "die" by running into a larger asteroid, the camera should zoom in again to the correct scale.
5) How about flashing a message up in the middle of the screen when the game starts, to briefly tell the player what to do?  In the Osmos tradition, the message would be "Become the biggest."

Aino

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Re: Though Collisions
« Reply #6 on: April 11, 2011, 07:24:41 PM »
Heh, sure I can make all that stuff, after my other game...

Aino

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Re: [Map]Though Collisions
« Reply #7 on: April 25, 2011, 08:13:23 AM »
Updated it :)

See the OT for info :P

Aino

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Re: [Map]Though Collisions
« Reply #8 on: May 01, 2011, 05:49:47 AM »
Working on another update, hoping for:

Quote
Includes:
  • More particles, with slower fade
  • A Speed'o'meter
  • A cool minimization effect when you are traveling too fast... (Later, if I think it's worth all the coding...)
  • Holding mouse down to travel
  • And maybe something more as I get into it...
Removed:
  • Scale(atom, mountain and sun)
« Last Edit: May 01, 2011, 06:07:27 AM by Aino »

Aino

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Re: [Map]Though Collisions
« Reply #9 on: May 16, 2011, 04:23:15 AM »
Considering adding gravty to this, cause I just figured the whole thing out :D

And there will be gravity at allt ime, but at start it is barely noticeable cause your so small, and I'm going to fix so your camera zooms out further, but it will be auto now(or atleast to the level when you can't zoom longer out) :/

And also an AI, this is not for sure(just warning you!!)... Seems I got the tools to do it xD
« Last Edit: May 16, 2011, 04:34:03 AM by Aino »

Aino

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Re: [Map]Though Collisions
« Reply #10 on: May 16, 2011, 04:48:37 AM »
Added gravity, and G is at 0.01, but it's to seeding high

Gonna decrease it and then see, it's like a battlefield now... atleast no lag :)

threephi

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Re: [Map]Though Collisions
« Reply #11 on: May 16, 2011, 07:01:06 AM »
Outstanding.  I own Osmos too, how cool is it to play two of your favorite games at the same time?

Aino

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Re: [Map]Though Collisions
« Reply #12 on: May 16, 2011, 02:37:45 PM »
Heh :)

By the way, theres something... uhmm... "wrong" with the gravity, the acceleration won't reset, so you get pushed by the old gravitational pull + the new one and it just collects and collects D:

Though I have fixed this already, just letting you know...(it's released now though :))

Aino

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Re: [Map]Tough Collisions
« Reply #13 on: May 17, 2011, 02:22:17 AM »
Gonna add AI :D

It won't be that hard actually :)

Aino

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Re: [Map]Tough Collisions
« Reply #14 on: May 19, 2011, 03:36:54 AM »
AI progress: Started 10 mins ago, just doing some polishing :D

The AI consist of two things protecting it, which is that it's decide to flee or attack determing the size of the entity.

Expect an update soon, I mean REALLY soon(sry, going to a cinema :/ But it's "Pirates of the Caribbean: On stranger tides" though :D
« Last Edit: May 19, 2011, 03:42:34 AM by Aino »

Aino

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Re: [Map]Tough Collisions
« Reply #15 on: May 19, 2011, 08:08:23 PM »
Update:

Added AI, they are very simple... don't expect much from them!

Pilchard123

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Re: [Map]Tough Collisions
« Reply #16 on: May 20, 2011, 04:08:26 AM »
Captain, I wish to report a mutiny. I can name fingers and point names.
« Last Edit: May 20, 2011, 05:12:00 AM by Pilchard123 »

Aino

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Re: [Map]Tough Collisions
« Reply #17 on: May 20, 2011, 04:12:56 AM »
What? Easier explanation, or am I just missing something Pilchard?

Aino

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Re: [Map]Tough Collisions
« Reply #18 on: May 20, 2011, 04:31:57 AM »
Ooooops, a bug :/

Updated it :D

Pilchard123

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Re: [Map]Tough Collisions
« Reply #19 on: May 20, 2011, 05:11:03 AM »
^^^ Jack Sparrow, being his usual drunken self.

Does this face look like it has been to the fountain of youth?
« Last Edit: May 20, 2011, 05:19:03 AM by Pilchard123 »

Aino

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Re: [Map]Tough Collisions
« Reply #20 on: May 20, 2011, 06:26:06 AM »
Oh, yeah, saw that movie yesterday, great movie :D

Pilchard123

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Re: [Map]Tough Collisions
« Reply #21 on: May 20, 2011, 05:10:13 PM »
That's why I posted it see if you recognised it. Of course, it would probably have been better if I'd copied it right...

Aino

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Re: [Map]Tough Collisions
« Reply #22 on: May 26, 2011, 01:38:28 AM »
New update! With save/load funtion... Not muc use for this map, but you get a taste of what I can do later now :)

Jazz Ad

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Re: [Map]Tough Collisions
« Reply #23 on: May 26, 2011, 06:31:39 AM »
It's fun to play.  ;D

Aino

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Re: [Map]Tough Collisions
« Reply #24 on: May 26, 2011, 02:21:36 PM »
Thanks :)

Aino

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Re: [Map]Tough Collisions
« Reply #25 on: May 26, 2011, 08:18:52 PM »
Any idea of how to make the map non-repetive?

Aino

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Re: [Map]Tough Collisions
« Reply #26 on: July 28, 2011, 12:06:37 AM »
Uuuuuuuuupdate! Added some cool visual and game affecting stuff :)

Lost Seedling

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Re: [Map]Tough Collisions
« Reply #27 on: July 28, 2011, 04:55:11 AM »
Several errors in line 147 and other problems with new file. Doesn't work as you intended, I think.

Aino

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Re: [Map]Tough Collisions
« Reply #28 on: July 28, 2011, 04:56:11 AM »
Going to check, I hate that the game stores variables x.x

annikk.exe

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Re: [Map]Tough Collisions
« Reply #29 on: July 28, 2011, 05:13:57 AM »
Just initialise ALL variables, and all array slots, during level setup.  That avoids the problem.  :>

Aino

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Re: [Map]Tough Collisions
« Reply #30 on: July 28, 2011, 05:14:27 AM »
Ohh wow, it was that last little thing I didn't test... Why?!

Grr, but I ended up making sparkling rainbow particles appear when traveling too fast ;D
Putting it up soon!

Aino

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Re: [Map]Tough Collisions
« Reply #31 on: July 28, 2011, 05:19:02 AM »
It's out! I hope there are no problems this time :)

And annikk, vars weren't the problem after all, I just thought so o.o

Lost Seedling

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Re: [Map]Tough Collisions
« Reply #32 on: July 28, 2011, 06:04:22 AM »
Seems to work very nice now.

Did you intend for the readouts to show quantities to that extreme fraction? It's kind've distracting.

It would be nice to have some sort of "goal" or "win" condition to aim for as a reward for achievement. As it is now, after a while, I feel like I am performing an exercise in futility.
With a goal as a reward, it would have a much greater degree of replay value.

Very cool, nonetheless!

annikk.exe

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Re: [Map]Tough Collisions
« Reply #33 on: July 28, 2011, 06:29:54 AM »
math.floor it :>

Or, better yet, make it equal to your size relative to all other objects; it could be a percentage.  IE, you represent 10% of the total mass in play.  The advantage of a percentage is that it never gets larger than 100%, so it doesn't take up a lot of screen space with numbers.  :>

The most elegant method possible would be to make the game neverending; transparently changed, for example, size 1,000,000 objects to be size 1, in order to start over and avoid running out of digits.  :>  That would mean you could make the game never-ending..
« Last Edit: July 28, 2011, 07:35:06 AM by annikk.exe »

Aino

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Re: [Map]Tough Collisions
« Reply #34 on: July 28, 2011, 06:40:45 AM »
Hmm, the idea about goals are good, but it gets repetive that too!

If there is new stuff you encounter as you get higher up in mass, that'll be great to hear about!