Oh hey! Another Shiren inspired entry in Love2D! Small world!
MenacingMecha
Creator of
Recent community posts
Barring code, what’s the stance on re-using stat blocks/battle systems from a previous project?
I have a lot of abstract content from a previously worked on RPG game jam project that could be re-tooled to fit in a DRPG, so I’d be able to cut down on scope if I could re-use them. Most of this content was inaccessible due to running out of time to balance.
IMPORTANT NOTE FOR 7DRL VERSION:
There is an occasional crash on 6F. Please play the updated version instead, the only differences are quality of life features that are easily ignored.
https://menacingmecha.itch.io/glorbo-the-wanderer/devlog/1460564/jam-20
This is neat! Big fan of the CRT shader.
I didn’t understand for much too long that I had to press BUG! to progress - it IS in the instructions, so it’s on me, but would be worth including in-game since everything else is very clear and intuitive.
Some brief respite between movements would also be nice, I was starting to get some hand cramps with how much you’re asked to quickly move and click the mouse precisely.
Sadly not able to get this running on NixOS - very possible I’m just not understanding what packages I need.
Error message I get:
[LWJGL] GLFW_API_UNAVAILABLE error
Description : EGL: Library not found
Stacktrace :
org.lwjgl.glfw.GLFW.nglfwCreateWindow(GLFW.java:2086)
org.lwjgl.glfw.GLFW.glfwCreateWindow(GLFW.java:2251)
java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:103)
java.base/java.lang.reflect.Method.invoke(Method.java:580)
clojure.lang.Reflector.invokeMatchingMethod(Reflector.java:196)
clojure.lang.Reflector.invokeMatchingMethod(Reflector.java:159)
clojure.lang.Reflector.invokeStaticMethod(Reflector.java:361)
clunk.core$init_glfw.invokeStatic(core.clj:83)
clunk.core$init.invokeStatic(core.clj:215)
clunk.core$start_BANG_.invokeStatic(core.clj:366)
spider_game.core$_main.invokeStatic(core.clj:55)
spider_game.core$_main.doInvoke(core.clj:55)
clojure.lang.RestFn.invoke(RestFn.java:400)
clojure.lang.AFn.applyToHelper(AFn.java:152)
clojure.lang.RestFn.applyTo(RestFn.java:135)
spider_game.core.main(Unknown Source)
Exception in thread "main" java.lang.IllegalStateException: Unable to create the GLFW window
at clunk.core$init_glfw.invokeStatic(core.clj:84)
at clunk.core$init.invokeStatic(core.clj:215)
at clunk.core$start_BANG_.invokeStatic(core.clj:366)
at spider_game.core$_main.invokeStatic(core.clj:55)
at spider_game.core$_main.doInvoke(core.clj:55)
at clojure.lang.RestFn.invoke(RestFn.java:400)
at clojure.lang.AFn.applyToHelper(AFn.java:152)
at clojure.lang.RestFn.applyTo(RestFn.java:135)
at spider_game.core.main(Unknown Source)
This is neat!
Wasn’t sure how much impact I was having, especially since I kept losing the very first level where you only have the one guy, but I understood what I was being asked to do.
Some more info on unit stats/behaviour would do a lot for this, but it’s a solid start.
Found a bug with adding from inventory to shop:
Inventory is initially disabled(?), but grabbing the one in your inventory and dropping it will enable you to drag and drop from the shop.
Oops, that was a crash I never caught arising from what’s meant to happen when you run out of HP.
Uploads are locked during the rating period, but there’s a fixed version here:
https://drive.google.com/drive/folders/12O41JnxDYxZg0nLpqFl116UT_reT_QQT?usp=sharing
Only difference is the crash is fixed.
Absolutely allowed to post stuff anywhere - should probably have made this clearer.
Initially I was planning on keeping it secret, but on second thought, that’s probably a bad idea. Wouldn’t want a situation where someone clearly couldn’t win but kept grinding away without knowing. When I receive the first submission, I’ll make something publicly available for reference.
Attack range was next possible thing to be worked on, but ran out of time.
With enemies unable to move, giving the player Arbalesters can get tricky to balance, as without putting enemy Arbalesters everywhere it would allow the player to just sit back and safely pick off enemy units. They were taken off of the final map for this reason, but with enough time to properly craft maps (and add some extra mechanics to give units different properties), this could be alleviated.
Greetings fellow Linux beardie! There’s Makefile rules in the src for generating AppImages, but I’m on NixOS and had issues getting those to run on non-NixOS machines.
Until I get around to fixing my build workflow, easiest steps for Linux is to either run the .love with the love2d from your package manager, or run the Windows version in Wine.
This is normal, try adding more edge loops to your mesh - polycounts were often a little higher than you’d expect to accommodate this.
If you want to disable it completely, comment out this line: https://github.com/MenacingMecha/godot-psx-style-demo/blob/91bd24988f70636efca505e2c8022b143b61780e/shaders/psx_base.gdshaderinc#L55
Error I get when trying to run the .love:
Error: main.lua:1: module 'fun' not found:
no field package.preload['fun']
no 'fun' in LOVE game directories.
no file 'fun' in LOVE paths.
no file './fun.lua'
no file '/nix/store/g1p9296iz8hl66z60spqq23464jnhx6j-luajit-2.1.1693350652/share/luajit-2.1/fun.lua'
no file '/usr/local/share/lua/5.1/fun.lua'
no file '/usr/local/share/lua/5.1/fun/init.lua'
no file '/nix/store/g1p9296iz8hl66z60spqq23464jnhx6j-luajit-2.1.1693350652/share/lua/5.1/fun.lua'
no file '/nix/store/g1p9296iz8hl66z60spqq23464jnhx6j-luajit-2.1.1693350652/share/lua/5.1/fun/init.lua'
no file './fun.so'
no file '/usr/local/lib/lua/5.1/fun.so'
no file '/nix/store/g1p9296iz8hl66z60spqq23464jnhx6j-luajit-2.1.1693350652/lib/lua/5.1/fun.so'
no file '/usr/local/lib/lua/5.1/loadall.so'
stack traceback:
[love "boot.lua"]:352: in function <[love "boot.lua"]:348>
[C]: in function 'require'
main.lua:1: in main chunk
[C]: in function 'require'
[love "boot.lua"]:323: in function <[love "boot.lua"]:126>
[C]: in function 'xpcall'
[love "boot.lua"]:362: in function <[love "boot.lua"]:355>
[C]: in function 'xpcall'




















