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A member registered May 30, 2017 · View creator page →

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Hey was great to have met you guys at the Guildford Jam, hopefully cyu another time :)
And your game turned out great!

this game is now on kickstarter :)

(1 edit)

added lvl loading, and a menu
also updated the page on itch io 

going to finish this baby even if the jam is over and the world ends ;)

added some indicators of the amount of turns left, and also a reset button

yes will use transition in futurebut currently code depends on x and y 
gridmanager keeps track of cubes, and cubes also keep track of their space in the grid based on x and y

you can, just no more levels so it reloads itself

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.

this is my fav game of all submissions :)

post a screenshot of what you have !

(1 edit)

concept art - overpaint in paint

looks great :D

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

now i have a first version working. 

exported from pyxel to corona and imports correctly from json :D

(3 edits)

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

where can we submit early WIP playable ?

(1 edit)

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

works kinda
cant get the  1 pixel border to work

for the tiling i found this, will try using this together with a custom json importer

also have the gameplay and winconditions working

starting to create some graphics. atm dont yet know how to use tilesets in game. if anyone knows please post it here

looks cool

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

looking good

got the gridmanager to work with multiple cubes, was a bigger hasle than expected

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

physics arent perfect, the cube is vibrating when standing still. then when i change gravity because the cube is vibrating ( = moving) it is off 1 pixel and does not fit in the gap

the yellow ball is  cute

thanks that worked :) nice example  code

i ll share as soon as i have some basic gameplay, how and where would i share the build?

some notes:

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

Hey there

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

just getting started using the corona engine and lua for the first time, is pretty neat :)