Great question! I made a video about it:
Daivuk
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Thanks!
I've read another comment on youtube of that Y axis issue and they used an external program to fix it.
Ultimately, in a future version, I want to include settings page to be more accessible.
As for mapping, I might be open to colabs with designers/artists on my next one. Do you have a URL with your maps listed somewhere?
Thank you nice comment! 128k I could do a 30 levels game probably with more enemies. It’s an enormous amount of space! Would feel like cheating at this point.
As for collisions yea it’s a bit janky at times especially on angles walls. One of the reason I mentioned I want to use brushes instead of faces in the future
Onut also supports loading Tiled maps and can be used by the Javascript side, or C++ side. It is chunked for optimization. It also supports the base64 and zip export formats. You can draw layers individually, fetch entities from object layers, etc. But it doesn't support tiles animation and image layer.
@WebFreak here is the engine btw, this compiles the executable: https://github.com/Daivuk/onut
There is cmake, but its only ported on raspberry pi so it work work on anything else. For windows 10 there is a VS2013 solution file under project.
@WebFreak, I would have to port the engine (onut) to x86 first. Its in the plans. The engine is easy to port so I could get that done quickly.
@everard999, Ya ship controls are a bit hard, and slow acceleration. It was done on purpose because I started the jam with the idea to have a hard to control ship and develop the gameplay around that. But then added the meta strategy aspect to the game. So I am thinking of very simplifying controls. Faster turn, faster accel/deccell and focus more on the meta.








