Fixed a glitch of player losing extra life when block spawns at upper left where new player is spawned. Also implemented a new GActor support class to apply gravity to actors. Source will be made available pending documentation.
@davemib123, actually, the scenario speeds up per level; that is, the relationship in speeds between the player and the blocks do not change; but, they both increase together. This does increase the difficulty as you may well find out.
I guess that most users will stop after one or two levels and not really experience how challenging it becomes (it also may seem to drag on with the first level or two; where, it really does pick up).
Nice example of the exponential increase of the speed slider. Quite hard to control in level 7. Once, I lost because the right column was completely filled with blocks, so the door was blocked. Do you always lose if one column is filled or only the right one? I don't know if you want to change that, but I think it would be cool that if one column is filled to the top, a whole row from the bottom is removed (tetris-like). Only if you don't have such a row to remove, you lose.
@Super_Hippo, thanks. Atm, yes -- you die if a column fills to the top (kind of forces you to maintain a level playfield). However, since you really cannot do anything about the left and right columns, maybe I will restrict spawning at those location but still allow blocks to be pushed along those edges.
@Super_Hippo, I should allow block to spawn on the right edge. However, if I do restrict spawning blocks on the left edge and continue to spawn the player at that edge, then if the second column is tall and the first column is short, the player will be stuck indefinitely (well, until a column does complete fill to the top, which would be game over, anyway). So, that would add more responsibility to the player: to push blocks to the left edge to keep it close in height to the adjacent column.
danpost, i'm making a game for my college and i'm using code that enables gravity and i'm wandering how you got it so the player does not go through the blocks
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