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Kartik Agaram

12
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A member registered Mar 30, 2023 · View creator page →

Creator of

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Woohoo!

(1 edit)

Oh shucks there was a typo in the command I typed in (I could swear I caught it and fixed it before hitting 'Post'..) I mean

mkdir ~/.local/share/love/Moonring/data/save

You might need to replace Moonring there with MoonringPCBuild721..

I just tried running it on Linux and ran into the same error.

As the above conversation hinted, even though Moonring.exe is an exe, I'm able to treat it as a zip file and unzip it to a directory. Searching that I find no mention of firstDungeon-01.png

Looking at the files and line numbers mentioned in the above error, it looks like the code at the point of the error is trying to _create_ a file called data/save/firstDungeon-01.png. In LÖVE writes typically don't go into the directory containing the source code but a separate "save directory". On my system (and according to https://love2d.org/wiki/love.filesystem), the save directory is at ~/.local/share/love. Putting all this together, I tried creating a directory from the terminal:

mkdir ~/.local/share/love/data/save

And it seems to work! At least I'm able to get to the start of the game. I hope that helps you @berru_dev and anybody else on Linux. Feel free to ask if you run into any more issues. I love how open the devs have been with this game, and I'd be happy to give back in any small way I can.

Now, time to try it out!

Whoa, I had no idea! Thanks I'll try that.

It's just a program for teaching kids programming that I happened to make during the time of the Jam :)

Could you share a .love file? <3

Thanks! No, I didn't have any specific criticism. I'm not a game developer, I just use LÖVE to build productivity apps for myself. So I'm not very well-versed in the trade-offs of different game engines and was curious to hear more to learn from.

I'm curious about your motivations in building this, particularly compared to just using love2d. (Perhaps this should go in a FAQ?)

(1 edit)

That is a good question, if I understand you right. The above program keeps the top-left corner of the viewport fixed. Is that what you meant?

Since then I made a change to it to keep the centroid between fingers fixed:

function car.touchmoved(id, x,y, ...)
  if start[id] then
    curr[id] = {x=x, y=y}
    if s then
      local oldzoom = v.zoom
      v.zoom = dist(curr[f], curr[s])/dist(start[f], start[s])*initzoom
      adjust_viewport(oldzoom, v.zoom)
    elseif f then
      v.x = initpos.x + iscale(start[f].x - x)
      v.y = initpos.y + iscale(start[f].y - y)
    end end end
function adjust_viewport(oldzoom, zoom)
  -- ensure centroid of fingers remains in view
  local c = centroid(curr[f], curr[s])
  v.x = v.x + c.x/oldzoom - c.x/zoom
  v.y = v.y + c.y/oldzoom - c.y/zoom
end
function centroid(a, b)
  return{x=(a.x+b.x)/2, y=(a.y+b.y)/2}
end
function iscale(d) return d/v.zoom end
(1 edit)

There still seem to be some functions missing, e.g.

  • getX getMaxX getY getMaxY
  • getPlayerX getPlayerY getPlayerX getPlayerY

What framework are you using?

Oh I see! That does make sense, and I don't see why not. You should give it a go, and I'll try to run it as well and see what happens.

Sorry I don't follow you. Lua isn't a shoot 'em up or even a game.