oh! sorry if that is a spoiler.
davidkonsumer
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Love the look and screams. I would have rated higher for “Fun” & “Game Design”, if there was a goal (other then avoid being touched by monsters.) This did not follow the jam-theme of “friends”, but still a really great POC. I would totally play the finished version of this game, like way too much.
Note for others: It will run on https://infinitemac.org/ on 1988 (Systyem 6) and above!
Hi! Love these tracks! I made this game using a couple of them: https://davidkonsumer.itch.io/friendstar
Hi! Love this tileset. I made this game using a few characters from it: https://davidkonsumer.itch.io/friendstar
Hi! Love this tileset. I made this game using it: https://davidkonsumer.itch.io/friendstar
Awesome game! I wish it did fullscreen or otherwise locked keys, though, since up/down makes window scroll, but the actual game is sick! Opening the iframe by itself helps: https://v6p9d9t4.ssl.hwcdn.net/html/6978240/index.html
It’s an open-source game-making library. https://github.com/RobLoach/node-raylib
I work on that, and we were talking about making an RPG demo game for it. I think your assets would be great for that, and we can link to you, and I’ll just use the free ones (because the engine is open-source, and people will download it, for free.)
As for Tiled: I’ll make stuff anyway for my own use, so it’s no extra trouble. I imagined you could have a ready-made pack for Tiled people, like you do for RPGMaker. If you don’t want that, it’s ok.
the asset itself is made for any engine usage
Yep, what I mean is that I can make some Tiled-specific wrapper things to make it even nicer:
- terrain-brushes: https://www.youtube.com/watch?v=pdIqGLGhEvY
- ready-made drop-in sprite animations: https://www.youtube.com/watch?v=djiCGaLWW5A
I think I can improve the terrain brush a bit from that video, but that is the basic idea.
As for the game, I work on node-raylib and we need a little simple demo-rpg anyway, so I’d be happy to set one up. I will update here, when I get it all put together.
I love this set!
I’d be willing to make a pack that is tailored to tiled. I am thinking terrain brushes (so it will automatically pick the right tile for drawing terrain) and pre-made sprite animations (so you can just drop them into the level editor.) The great thing about Tiled is that it works for many different engines/languages, so it’s a nice general open-source thing to layout levels in.
I’d also be willing to make a little demo-game for one of the engines I work on (node-raylib or raylib, in C.)
Let me know if you’re interested.
I think something happened with formatting. it’s just on github: https://github.com/konsumer/lua-openmpt
Just wanted to mention I made lua-openmpt (https://github.com/konsumer/lua-openmpt/) which parses many formats of mod-files, if you have libopenmpt and luajit installed on your system. If you are already good with lua, you could use it to make a little script to extract instrument / song data. I have tested it in luajit & love2d, and it works pretty well.
I’m not quite sure how to approach a converter program. I have seen the technique of using specific samples, like from a template in openmpt, then converting that, but I wonder if we could go even further and convert samples into little wave-instruments, to get a base in there. For short things like drums & chiptune looping waves, this might work ok (but would probably need some serious post-conversion tuning.) I think a few other things might translate too, like jump or tremelo effect. If I could manage this method, I think it could also be used in the “load this template, edit it, and convert it” style, but also maybe handle some existing mods (even if they need a bit of tuning, after conversion) sort of like how I edit images in Gimp, then import them, and tune them in TIC-80 sprite-editor.
It seems like many of the links above are dead. Does anyone have some source I could look at of the existing work on this, so I have a good starting point? I’m on Linux, so an EXE isn’t really helpful anyway, but source would be great so I can see how it was done.