Thanks! Sorry if you were hoping for more sexy 🥵 I’m all for that once I don’t have to live with uptight/judgmental types.
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That was a couple years back.
I believe I compiled Love binaries on RetroPie (which didn’t have a Love package at the time) following the normal build instructions, except I configured a
love.AppDir as install directory. Then I compiled linuxdeploy and linuxdeploy-plugin-appimage for ARM, and used those to finish the AppImage.
But nowadays that should be a last resort. Instead I would try compiling and installing Love on the Pi or other ARM device as normal, then following this: https://love2d.org/wiki/Game_Distribution#AppImages
The downloadable versions actually create a config file, but I haven’t done proper UI yet.
%APPDATA%\Honey Guardian\config.luaon Windows
~/.local/share/LOVE/Honey Guardian/config.luaon Linux
/Users/<user>/Library/Application Support/LOVE/Honey Guardianon Mac
key_ lines and change like so
key_changespeed = "l", key_changeweapon = "k", key_down = "s", key_fire = "j", key_left = "a", key_pause = "pause", key_pausemenu = "escape", key_restart = "none", key_right = "d", key_up = "w",
I remember trying to embed it in the AppImage and even if it worked, good AppImage integration solutions are still in such flux that creating your own shortcut seems like the way to go.
What os and game version are you running? Current Windows exe has an embedded icon, so the created shortcut should automatically have it, or you should be able to select the exe as the icon.
I am incapable of this level of multitasking, (getting hit and losing the battery I’m carrying especially messes with me) but I still came back several times for more rock cutting. Good show!
Good idea having you build some rapport with the guys you will be protecting. In the defense phase I personally had the most success with WASD keys. There’s a bit of input lag but hey, you’re underwater. Nicely done.
Thank you very much. I am meaning to fix the tutorial and other things for the eventual Play Store release.
It could be a while as I’m in the middle of a big rewrite of the game engine. This is necessary to continue improving the game, as the current code is too fragile and bloated. Some improvements I’m hoping for are a new game mode, language support and replays.
I’ve been sending out individual download keys to press and influencers and they are not seeing the “Claim Steam key” button. This can cause me to lose trust with those who want Steam copies.
According to your docs, download keys should come with external keys.
Who can access external keys? (Steam, etc.)
External keys are available to people who own your project
There are a few ways people can own something:
- Paying for it
- Being given a download key
But now I see on this forum that’s not the case for individual ones, it requires a support request to enable them.
Please at least note in the docs and the UI that individual keys do not include external keys. I will also email support with a list of keys to enable external keys on. Thank you.
Demonizer is RFGeneration’s Shmup Club game for March! Visit their forum thread to discuss and participate.
A few words from RFGeneration on their selection:
When shooting games started out in the late 1970’s, everything was done by small teams, engineering solutions, designing arcade hardware, and coming up with fun game concepts that were easy to pick up and play, but hard to master. As the 1980’s shifted from arcades to home consoles and the market diverged, game design teams grew in size, and games became more complex. With the advent of more powerful arcade hardware and consoles in the 1990’s, shooting games became even more complicated, with high production values, and involved scoring systems. Fast forward 25 or 30 years, and shooting games have shifted again, back to smaller design teams, and small indie studios, but often retain higher production values due to more readily available tools for small developers to see their visions come to life. That brings us to game developer Iori Branford, and the recently released, indie shoot-em-up, Demonizer, which takes cues from many 90’s shooters, but has a decidedly old-school look and feel.
Join the RF Generation Shmup Club in March 2021, as we take on humanity in Demonizer!
I don’t know if I have the design chops to balance the conflicting goals of a traditional “easy” difficulty, but I did recently get the idea of a meditative “no-enemies” mode, just flying through empty levels - may be good for taking a break between runs.
Yes absolutely, and even works great on Raspberry Pi 4 with RetroPie through composite A/V.
EDIT: Pi builds were added 11/5
- Set enable_tvout=1 in /boot/config.txt
- Adjust overscan settings if you need to
- Download and run the armhf AppImage
Sorry, did you finish the last stage and get the “end of demo” screen? That’s fixed (v1.0.0b).
As for when I’ll be done with additional content (extra playable characters, language support etc), the schedule is still being figured out.