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A member registered Apr 11, 2019 · View creator page →

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Shoot me an email and I’ll get you set up

We should be able to. Lemme ask Ryan and see if that can be added (we currently support Apple M1s so I’m assuming it won’t be a big lift). If you come to our Discord server, we can troubleshoot there

Come to the discord server and we can troubleshoot. Message @amirrajan

Emailed you ^_^


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Sorry, no discount for the conversion. It’s heavily discounted as is.

Just a heads up: once HD/All Screen capabilities are added, we’ll be increasing the price (this will happen in the next couple of months). Those with an existing pro license will be grandfathered in of course.

We do have a coding challenge taking place in our Discord. Those who participate are eligible to win a Pro license.

Worth consulting this website:

Updated the link. Thanks!

Info here:

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If your goal is 3D, then yes, it’s probably best to use another engine.

With regards to 2D games and the respective codebase size: A Dark Room for the Nintendo Switch is made with DragonRuby. The codebase is around 20,000 lines and has ~8 hours of gameplay. 20k lines might not seem like a lot, but implementing the game in C#, C++, or Objective C would have yielded a codebase close to 60k lines easily (Ruby is a very expressive language that lets you do a lot with very little code).

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We considered incorporating one, but at the end of the day it just added complexity to the apis. We’ve never had great experiences with built-in physics engines. And for 2D games, we found that the geometry apis we provide to determine collision were good enough.

I understand that you think it should be a standard/default feature. I really do get that. But we didn’t want to incorporate something half-assed just to check a checkbox on a feature list.

To prove my point.

Take any of the engines you’ve evaluated and try to get a sprite to run up a diagonal ramp. It should be a piece of cake with a built in physics engine. Right?

Another thing to try. Have a platform that moves up and down. And try to get your player sprite to stay in sync with the platform’s movement, until they jump. Again, this should be trivial to do.

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Here’s one the sample apps from the Standard edition of the game engine. What are you explicitly looking for in physics? Standard

a basic feature?

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Take a look at this structure:

You can use app/repl.rb as your console. I can help you patch your game to disable the shortcut keys if you’d like. Just DM on Discord.

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Try this structure:

################ app/main.rb
require 'app/init.rb'
require 'app/tick.rb'

################ app/init.rb
Color = [100,100,100]

module Init
  def fun
    puts "sup"

################ app/tick.rb
class Game
  include Init       

$game =

puts Color           

def tick
  puts Color         

The Professional version of DragonRuby Game Toolkit allows you to create C Extensions. You can leverage any C library you’d like :-)

The Professional version of DragonRuby Game Toolkit allows you to create C Extensions. You can leverage any C library you’d like :-)

Also come to the Discord and @ amirrajan there. He’ll help you out.

Make sure to keep all binaries in the zip file unmoved (don’t try to move binaries to a shared location). DRGTK uses a sandbox filesystem given the targets that DRGTK can run on.

DragonRuby Game Toolkit is 100% self-contained. All you need is what’s in the download :-)

Unzip, then run the DragonRuby exe. That’s it ^_^

I’m always around. Looking forward to hearing from you ^_^

Latest release should significantly improve require.

Mind coming to the Discord channel? It’ll be easier to help you there. Multi-touch support should already be there and we can talk about the camera support you need.

  • Amir
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We’re indies just like y’all. You’ve purchased the engine and can use it for commercial purposes with 0% royalties. The standard version is a one time purchase and the Pro version is a yearly subscription. Regardless of which you choose, you have to write to use the version of the engine you’ve purchased (the subscription is for receiving updates/newer versions).

We’ll put that in a EULA.txt file.

But the bottom line: we’re not trying to screw you over and want you to succeed as an indie.

You should only use the engine if you believe the statement above.

The game will run slower and will go back to 60hz as soon as resources are available.

Fullscreen APIs have been added. Lemme know if you need anything else.

Try adding this to your def tick method:

def tick args
  if args.inputs.keyboard.c

The code above should bring up the console if you press c on your keyboard. :-)

DragonRuby Game Toolkit Pro has released btw (which supports iOS, Android, C Extensions, and a couple of other cool things).