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Alex β˜•πŸ‡¨πŸ‡¦

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A member registered Apr 21, 2018 Β· View creator page β†’

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Recent community posts

I think you’re right! It should be marquis.

It’s not the first time I misspelled the title! For the initial release I spelt it Marquies πŸ˜‚

Neat implementation! I also ran out of time trying to get emscripten to play nice with two hosted environments.

Took a couple deaths to figure out what was going on, but it was really engaging once I got the hang of it! Addictive almost…

I am always so impressed with what can get squeezed out of the Tic80!!

This was an absolute blast! The jump and spin physics felt fantastic! Is there a way to recenter the board once it goes out of view?

Apparently, just flooring it and using the handbrake really do a number on your car and its tires! Had blast wreaking that virtual car

Should be fixed now. The AI was going rouge!

Thanks! Still working on implementing the campaign and squashing some bugs.

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Just wrapped up working on my editor, time to make the actual game!

Found the answer on the drive through RPG store page

Hi! There is no difference between ranged and close combat, and no specific rule for that, since there is no character positioning. However, you can consider the following rule: enemies hit by ranged weapons/attacks must come closer to their attacker before counterattacking. Enemies hit by melee weapons/attacks can counterattack immediately. -Gustavo

Loving the feel of the game!

After playing a couple games and reading through both the main book and the into the wild supplement, I’m still uncertain how ranged attacks work.

  • Are ranged attacks treated like regular attacks in the β€œEngaging in Combat Procedure”, or
  • do they count as an action taken before combat when the β€œEnemy” is not β€œalert”?

If ranged attacks are alerting the β€œEnemy”, as per the rules found in the last sentence of β€œSneaking Past Enemies”, I would assume that would mean the PCs can make a maximum of one ranged attack per encounter.

Into the wild does not use the term β€œalert”, however the table for β€œhiding” provides a situation where the β€œEnemy” is not aware of the PCs.

(1 edit)

Yeah, that is an issue with the web build. The string.format function doesn’t cast books as strings in Lua 5.1 PUC like it does in luajit.

This was an absolute bop! Got stuck on 3-1 looking forward to coming back to it.

Cool sokoban implementation! I liked the theeming

Good game feel with the shot and the movement

Cool idea, it would be nice if the balls were different colours. I kept losing track of which ball was supposed to be hit by which hand

Very fun way of learning the conway’s game of life rules!

Fun to see a game made in owl. Really appreciated the sprint key.

Neat concept! It would be cool to see this fully fleshed out with an intro and a guide.

Cool concept. Like the sonar effects

Thanks for the bug report! I think this has come up for some others as well. I’m using pixel indexing for the hexes and the characters and should really be checking the range before indexing

Things got out of hand real fast!! Really appreciate the easy mode.

Love that shader! May have to borrow it for a future game

I like the balanced strategy involved in this. Never would i have thought I’d be stressed about my ball getting stuck at the top of a breakout level!

Novel concept! Just imagine if you had to program like this in your day job

Neat idea. It was nice watching you struggle along on your stream as I struggled along on my project!

Loved the puzzle designs!

Loved the colour pallet and the spring rope physics. Surprisingly fun!

Neat game. I liked how I could ramp up my own difficulty and the little summary of your game.

Thanks! The Scopecreep got out of hand real fast.

I ran into the same issue when testing on my laptop. You can toggle pan on and off using space

Yeah, there is an issue with the web build. Lua 5.1 PUC handles string.format differently than luajit. And unfortunately we have to target PUC for the web build. The desktop build is more stable

This is surprisingly addictive. I haven’t broken one minute yet but I have gotten close!

Hope everyone’s first weekend of jamming went well. Thought I’d start a thread to see how everyone’s games are progressing!

A snowy landscape portrayed via hexagons

It’s that time of year again! If anyone is interested in trying out love2d with Fennel check out the β€œminimal” love2d fennel repo.

This repo is slowly expanding from a truly minimal setup to one that comes with a few batteries included. If you want a bare bones setup to get you started check out: absolutely-minimal-love2d-fennel by @benthor.

If you want to just start coding up some fennel and love with no makefile or manual installation on linux check out love-fennel

Where to Start?

I highly recommend checking out the blog posts by Phil Hagelberg about his use of fennel for his 2018 submission Exo Encounter 667. The source for which can be found here

There is also a built in REPL on the languages home page that you can test out the language! https://fennel-lang.org/

Fennel now has a pretty decent language server in fennel-ls. Currently it does not have completions for love2d, however it works really well to jump to your own code points. I’d highly recommend checking it out!

Games Made Using Love2D and Fennel

By this point there have been dozens of games made with Love2D and Fennel, this is not an exhaustive list! If the source code is available for your game I can include it if you comment below.

Other resources:

Recommended Libraries

You don’t need any libraries to make a game! The ones mentioned here help solve specific problems.

Lume

https://github.com/rxi/lume

  • Provides functional style functions, e.g. reduce, map, etc.
  • Provides some nice to haves that are not available in the lua standard library like lerp and split (for spiting strings).

ANIM8

https://github.com/kikito/anim8

If you need sprite animation, check out ANIM8!

Bump

https://github.com/kikito/bump.lua

Bump is an axis aligned bounding box collider. It has a bunch of useful built in presets for triggering actions following collisions. If you’re writing a platformer (without ramps) I highly recommend bump!

Tiled

https://github.com/karai17/Simple-Tiled-Implementation

If you use want to use Tiled (https://mapeditor.org) check out the Simple Tiled Implementation! It works well with bump.

There are many more libraries! Any library that works with Love and lua will work with Love and fennel.

Congratulations! First Break was my favorite submission to the Jam!

You can still add screenshots to your page / add a link to your steam page or trailer. You just can’t edit your submission.

πŸ˜‚πŸ˜‚πŸ˜‚ just saw the news too! Guess we’ve got a couple more weeks to go

Killing softlocks, always clutch

On my end I’ve been holding off on developing more content. But, I have squashed some pretty major bugs and juiced up the game a bit based on player feedback.

The feature I’m most excited to push is my new punch in camera.

Just getting started with LΓΆve2d and interested in lisp languages? Check out love2d with fennel!

A minimal setup can be found at:https://gitlab.com/alexjgriffith/min-love2d-fennel

What this setup provides:

  1. Build scripts for Mac, Windows, and Linux
  2. Included build tools to target HTML5 (Limited to LOVE 11.4) (example)
  3. Fennel Macro searchers!
  4. Error handling (boots you to a recoverable error screen)
  5. The latest version of fennel (1.4)

Note that this setup can be run on windows with mingw, but is primarily aimed at linux development.

Where to Start?

I highly recommend checking out the blog posts by Phil Hagelberg about his use of fennel for his 2018 submission Exo Encounter 667. The source for which can be found here

There is also a built in REPL on the languages home page that you can test out the language! https://fennel-lang.org/

Games Made Using Love2D and Fennel

This is not an exhaustive list! I can include your game if you comment below.

Other resources:

Recommended Libraries

You don’t need any libraries to make a game! The ones mentioned here help solve specific problems.

Lume

https://github.com/rxi/lume

  • Provides functional style functions, e.g. reduce, map, etc.
  • Provides some nice to haves that are not available in the lua standard library like lerp and split (for spiting strings).

ANIM8

https://github.com/kikito/anim8

If you need sprite animation, check out ANIM8!

Bump

https://github.com/kikito/bump.lua

Bump is an axis aligned bounding box collider. It has a bunch of useful built in presets for triggering actions following collisions. If you’re writing a platformer (without ramps) I highly recommend bump!

Tiled

https://github.com/karai17/Simple-Tiled-Implementation

If you use want to use Tiled (https://mapeditor.org) check out the Simple Tiled Implementation! It works well with bump.