Hey was great to have met you guys at the Guildford Jam, hopefully cyu another time :)
And your game turned out great!
Recent community posts
i m continuing development on this game, the version i submitted is a basic prototype. but its not as finished as i want it to be
i had a lot of fun working on this project and also was great to try out pixel art for the first time.
making more progress
it is starting to get fun now :D
implemented full pipeline
now i can create sprites in Pyxel, and directly export them to corona
then it autoloads the level layout from a json, spawns all objects that can move, and lays outthe objects that cant move
and when you complete 1 level it will load the next one
when i set border to 1 i get an error regarding the sprite
the error goes away when i increase the resolution of the sprite
here are some images explaining it better
the image corona needs when border set to 1:
the image Pyxel outputs:
corona expects a 2 pixel border when border is set to 1
1 pixel for every tile means 2 pixel border if 2 tiles next each other
else i get this
ok found out the 1 pixel border export in pyxel is different from what corona expects. corona seems to expect a 2 pixel border when you say 1 pixel. because it takes a 1 pixel border around every tile, so 2 tiles next to each other both have a 1 pixel border therefor there are 2 pixels in between them.
whereas the export from pyxel only puts 1 pixel between both. dont know what the best way to fix this would be. can edit sourcefile manually but is a pain. hopefully there is a way to do it in code
i could also create a photoshop batchscript change the sourcefile. which i d run everytime i export. that might be easiest
are there any resources on using tiled textures / a tile set in corona?
i found a outdated youtube video, regarding the dusk game engine which seems to extend corona. but the last commit in the gitfolder is 3 years ago
that would only fix this scenario, but it would still breack puzzles
for now i coded a gridmanager who checks if a tile is free and moves the cube to it. so not using buildin physics anymore
todo list in order:
limit gravityswitches + counter on screen
create basic puzzle hardcoded
prevent gravity from switching while it is still falling
make a reset level function
make char walk to exit once block falls in place
make the level finish when you reach the end
create multiple levels
load turn amount, and level layout from levels
make one level launch when other is finished
last: set up menu, levels, ...
make your guy also get affected by gravity
some levels he can tie himself to something
sticky cobwebs keep a block from falling once it falls in it
if your char is also affected by gravity it makes puzzles way intenser since if there are spikes behind your char you cant swipe him in that direction
starting a devlog here :)
The game is a simple mobile game where you have to reach the exit.
There will be various obstacles that you have to get out of the way using gravity.
you are a adventuring wizard, but sadly enough you are running out of power so you only have a limited amount of moves
i coded a super basic gravity switcher in Corona atm, want to add some basic gameplay and gfx
ok i seem to have a basic grasp on it
pretty powerfull toy, I love how you just connect physics directly to the image object and stuff works. no tick or update loops. Feels a lot more intuitave compared to unitys 2D also.
lua is however missing a few things i am used to such as vectors and object orientated stuff (like if i want to make my own enemy class)
i found a vector class online. but i struggled to make it work, so i hardcoded some basic stuff
and it seems that by using lua tables you can replicate object orientated programming but it is not as convenient