Apparently uploading is locked. You can try cloning the library. Not sure if it will do any good anyways :(
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No worries!! I think other games made with love 2d worked for you in the last jam and it was just mine the text was not showing up for. Which is odd because we all use the same packaging script.
Thanks, yeah there were going to be two endings, but I ran out of time to implement the second.
I'll take a look at that crash tonight, It has to do with the way I handle timing when I create weapon hitboxes.
The repo for the submission is here: https://gitlab.com/alexjgriffith/always-kill-your-heroes
If other submissions are working (Technomancy's & Jakob's) then i dont think it's love. It might be the font. Try cloning it and replacing the mali font with something else.
I'll upload a couple alternate open fonts tonight and add a keybinding to cycle between them.
I tried it on my windows 10 machine using both the binary and the .love and had no issues. I will see if I can test the out on a windows 7 computer tomorrow. I had tested it previously on windows 7 and the binary had worked.
Thank, they are my favorite parts too, and they almost didn't make it in! I was play testing a few hours before the jam closed and found the game rather flat. Solution; name the Heroes and give the slimes some quips. It took 30 min. They were by far the easiest thing to add.
If you are having problems making it to 20,000 coins check out the section on combat in the project description. I've copied it below.
Each hero has an attack and a defense represented by a A/D over their heads. The attack indicates how many strikes they can deal out each tick. These strikes are dealt out at random to all engaged slimes. The defense indicates how many slimes they can defend against before they start taking damage. Make sure that you always have more slimes attacking a hero than its defense.
Thanks!! All and all the levels are creative and well balanced. There is defiantly some good progression.
The last level felt long, but when I saw the game over screen I was left wishing it was even longer!
The only thing the game feels like its missing is some listing of the commands. But those could probably also just be put on the game submission page itself. They may already be there and I may have missed them!
The first mock up for the text based story engine. I'm using this to build a harvest moon style simulation (more emphasis on plants, less on NPC interactions).
Currently the game uses two emacs buffers. An "interface" buffer where you enter commands, and the timeline buffer that "renders" the world around you.
The timeline rendering is essentially done (still need to propertize / colour code the text). The interface parsing not so much. I may have to drop the pipes in the interface. Since the text is formatted as ess expressions, the functions need to be tightly coupled, rather than be orthogonal from one another in the unix sense. This would force the user to have a thorough understanding of the underlying data structure being passed to the function, not just knowledge of the functions themselves.