Magnetic Fields by oparisy
You can emit a magnetic field.
Use this unconventional weapon to defeat your enemy!
Edit: uploaded a fixed version with proper screen size detection and VSync.
Edit: added link to source code.
Edit: uploaded a fix to avoid halting on OS X if ARBDebugOutput is not available.
Use this unconventional weapon to defeat your enemy!
Edit: uploaded a fixed version with proper screen size detection and VSync.
Edit: added link to source code.
Edit: uploaded a fix to avoid halting on OS X if ARBDebugOutput is not available.
Ratings
| Coolness | 68% | 3 |
| Overall | 2.89 | 800 |
| Audio | 2.09 | 770 |
| Fun | 2.74 | 822 |
| Graphics | 2.83 | 692 |
| Humor | 2.19 | 817 |
| Innovation | 2.85 | 725 |
| Mood | 2.39 | 925 |
| Theme | 3.38 | 520 |
I'm running Windows 7 SP1
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.ARBDebugOutput.glDebugMessageCallbackARB(ARBDebugOutput.java:104)
on OS X 10.10 :(
Some more level with tougher enemies would have been great.
Also, do you only have this error message, or can you provide me with a full stack trace?
I uploaded a new version which should not halt with this error message on your system.
The effects felt a little less like magnetic attraction and more like standard velocity and speed. It sort of just tries to move towards you as fast as it can, no matter how close or far away you are. Of course it doesn't have very good "brakes" haha, so it normally overshoots your positions. I'd imagine this is what's going on behind the scenes, which is why it feels like it does. It would have been interesting if it were more like a magnet, and you have to move towards it to pull, but there's the danger of it getting too close and... well, you know, you've probably played with magnets before.
Semantics aside, the gameplay is straightforward and generally works well. I was slightly confused at first as to what was going on but I picked up soon enough how the game worked and what I needed to avoid and lure around. Played one round successfully and felt like I had enough.
It gets a bit tedious attracting the thing around into the wrenches. You pick up pretty quickly how easily the thing overshoots you and it's pretty simple to get it to go where you want it to go. So the challenge and learning how to lure it around was a bit bland.
Art wise the game is kind of pleasing all considering. The colors chosen were nice, though I don't think the wrenches fit with the rest of the game's geometry. They felt pretty out of place to be honest and I think substituting them for something more abstract and basic would have gone along with the other pieces well.
I designed most of the game with basic placeholders (cubes and tores) and quickly did some modeling at the end to replace them; hence perhaps the mismatch your perceived.
The movements of the enemy are force-based but this is not supposed to model a gravity field; the player/wrenches interaction does, though.