Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ghegs

4
Posts
2
Topics
1
Following
A member registered Oct 02, 2016

Recent community posts

The "point the analog stick towards the direction you want to go in" -controls don't really work for me (I mean personally, it works fine technically) so I was happy to accidentally find it can be changed to "Classic Controls" in the pre-race screen where the game explains the controls, with the push of Y button (in Xbox 360 controller at least).

HOWEVER...that screen doesn't exist in Time Attack mode, so I can't change the control method for that mode. Until I discovered that you can first start a Single Race, set the preferred control style there, exit out after starting race, and the game remembers this choice. So then I can start Time Attack and play it with Classic Controls.

A bit roundabout, so it'd be nice to just have this choice in the Options menu with the setting stored.

(Also, the setting for Screenshake doesn't seem to save - it always returns to Light after restarting the game)

I, as well, hope to see full documentation that's easily accessed and not held within Discord, where it seems most of everything relating to the project is. It adds an additional layer of obfuscation to the project that could end up hurting it. I've been checking in on this page about weekly for almost a year now, and it wasn't until a few months ago that I realized new builds have been released at a good pace, since I had only looked at the Development log section. I thought that there hasn't been new builds since August!

Hi,

I've been struggling to figure this seemingly basic thing out for a few days now, but to no avail. I'm just trying to create a simple Simon Says-type of game to acquaint myself with Lua in general. The problem is that I can't get the generated pattern to be displayed properly to the player, so that each item in the pattern is shown for a few seconds on-screen before moving to the next. It does loop through the pattern, but in a flash. Here's what I have:

function Init()
    sR=15 -- small radius
    lR=22 -- large radius
    Yellow={
        x=120,
        y=30,
        r=sR,
        c=14
    }
    Green={
        x=120,
        y=100,
        r=sR,
        c=11    
    }
    Blue={
        x=80,
        y=65,
        r=sR,
        c=8
    }
    Red={
        x=160,
        y=65,
        r=sR,
        c=6
    }
    pattern={}
    for i=1,5,1 do
        table.insert(pattern,(math.random(0,3)))
    end
end
function Draw()
    circ(Yellow.x, Yellow.y, Yellow.r, Yellow.c)
    circ(Green.x, Green.y, Green.r, Green.c)
    circ(Blue.x, Blue.y, Blue.r, Blue.c)
    circ(Red.x, Red.y, Red.r, Red.c)
end
Init()
playerturn=false
t=0
function TIC()
    t=t+1
    
    if playerturn==false then
        for i=1, #pattern do
            Yellow.r=sR
            Green.r=sR
            Blue.r=sR
            Red.r=sR
            if pattern[i]==0 then Yellow.r=lR end
            if pattern[i]==1 then Green.r=lR end
            if pattern[i]==2 then Blue.r=lR end
            if pattern[i]==3 then Red.r=lR end
            cls()
            if t<2*60 then
                Draw()
            else t=0 end
        end
     playerturn=true           
     return
    end
    
    if playerturn==true then
        --truncated for clarity, the player's button presses will be compared against the pattern, etc
    end
end

For the example's sake I truncated parts of the code not relevant to the question, and the pattern length is hard-coded at five. Any help would be appreciated.

Hi there! I run a website/forum for arcade racing games called Rolling Start at http://www.rolling-start.com/ , would you be interested in coming over to talk about your game a bit?