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Author Topic: Lua Galaga Progress -  (Read 1294 times) Bookmark and Share
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njaddison
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« on: 12 December, 2011, 22:47:31 »
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guys, 3rik and I are in the phase of animating the galaga sprites. he has scripted the codes to move the spacefighter. this is a learning process for me, so i'm not much help except for animating the title screen and the game over screen, so when we are finished, I will know how to make a good game using lua. Then, we can create games much faster. Here is a gif of our progress:

We'll be finished soon!
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« Reply #1 on: 12 December, 2011, 23:07:33 »
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Looks pretty nice so far. FOr some reasons though I misread the title as Lady Gaga Progress shocked

Can't wait to see gameplay of the game. Good luck Cheesy
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« Reply #2 on: 12 December, 2011, 23:58:19 »
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Very pretty. Want play. It looks like it's going to be an authentic version.

Good luck!
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« Reply #3 on: 13 December, 2011, 00:50:18 »
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that is indeed looking great, nice work for your first lua game (even if it was not alone..)
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« Reply #4 on: 13 December, 2011, 01:02:59 »
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That looks amazing!  Excellent work on the sprites alone. Good luck!
« Last Edit: 13 December, 2011, 01:03:06 by ztrumpet » Logged

3rik
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« Reply #5 on: 24 December, 2011, 08:53:31 »
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This week we have finished the scrolling text class and, as of today, we have completed the basics needed for the player to shoot missiles. Cheesy The timing isn't perfect yet but that will be fixed later.

Here's an animated gif to see our progress:



Thank you for your interest in our project.
« Last Edit: 24 December, 2011, 08:54:00 by 3rik » Logged

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« Reply #6 on: 24 December, 2011, 09:38:30 »
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looks great, although i would make the menu come another way. It looks good, but if you'll have to wait everytime to watch that öor maybe you could insert that when you press enter, it directly goed where it has to go..?

but it's nice that you have animated sprites, and the shooting seems to work perfect, so good job on this!
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« Reply #7 on: 24 December, 2011, 09:44:53 »
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This was meant to be just a simple test to demonstrate the shooting so that I knew it would work. I could have pressed enter sooner instead of waiting until the text stopped. It's kinda hard to tell because you can't see the keys I was pressing. Also, I can always adjust the speed that the text scrolls at too.
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« Reply #8 on: 24 December, 2011, 12:00:26 »
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Looking great Smiley

However, it does look slow (is it the GIF, maybe ? )
How are your functions managed with on.timer ? (period == ?)

What are you redrawing on each on.paint call ?
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« Reply #9 on: 25 December, 2011, 23:48:04 »
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When I was making a mini-shooter, I didn't know how to make multiple bullets. Each bullet is an object, but how would you implement that?

I see that you clearly have multiple bullets. Nice job!
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« Reply #10 on: 26 December, 2011, 05:20:55 »
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Looks nice, although it would be nice if it was faster. Also an option to skip the intro.
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adriweb
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« Reply #11 on: 26 December, 2011, 12:14:33 »
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When I was making a mini-shooter, I didn't know how to make multiple bullets. Each bullet is an object, but how would you implement that?

I see that you clearly have multiple bullets. Nice job!

The same way I did with multiple balls in BreakOut.

If you do everything object-oriented (lua's "Class()" things) it's really easy.
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« Reply #12 on: 27 December, 2011, 03:03:22 »
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I am using objects and classes. Do I need to create multiple preset objects that are called for when the person shoots? Or can I dynamically create an object with a certain name when they press the button, thereby theoretically allowing infinite bullets possible?

Oh and where can I find your BreakOut program?
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« Reply #13 on: 27 December, 2011, 13:56:24 »
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You can find my BreakOut game here :
https://github.com/adriweb/Nspire-BreakOut
(I should put some of my stuff in my signature Tongue)

Go read lines ≈ 207+ :

Anyway, the way I do it is indeed dynamic :


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      if lives < 1 then
          gameover = true
      else
        paddle.x = 0.5*platform.window:width()-29+newPaddleY
        aBall = Ball(paddle.x,platform.window:height()-26,-1-speedDiff,-1-speedDiff,#BallsTable+1)
        table.insert(BallsTable,aBall)
        pause = true
        waitContinue = true
      end

the Ball class init is : Ball:init(x, y, speedX, speedY, id)
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« Reply #14 on: 27 December, 2011, 19:11:34 »
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Ok. So basically you have a table of objects and then each time you shoot, you would basically add an object to that table.

Then when the bullet has hit, you can erase the data while keeping the object, so then you can reuse it later.

Thanks!
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