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RamiLego4Game

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A member registered 3 years ago · View creator page →

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Hey, Nice to see you here !

It's pretty simple to do, call this anywhere in your game:

Controls("keyboard")

And the keyboard controls would be enabled, and incase if the user closed the keyboard you will have to re-open it for him, best by doing:

--Will make the keyboard open whenever the user touches the screen
function _touchpressed()
 textinput(true)
end

To get the keyboard input check _textinput, _keypressed, _keyreleased and Keyboard/isKDown in the online documentation: http://liko12.readthedocs.io/

Recerved Successfully

Recerved Sprites slot #10 ('maping sprites'), And you can't take more than 1 sprites slot...

Reserved Successfully

Reserved Successfully

Thanks for your submission !

Willl update the main post tomorrow.

(Edited 14 times)

Hello everyone,

TIC-80 Collab16 is a "16 game in 1 cartridge" made by 16 different developers (Not finished yet),

The limited TIC-80 resources has been divided for 16 games, with the following limits for each game:

  • 4039.875 Character of Lua code.
  • 32 Sprite, there will be 1 game with 16 sprites only, because of menu sprites.
  • 1 SFX waveform.
  • 4 SFX slots.
  • 8 Games will be able to use 1 Music Track.
  • 120x32 Map area.

Contributing:

Base cartridge: https://tic.computer/play?cart=206

In order to contribute, you will have to select your resources slots:

1. Game code:

The menu has the 16 games code stored in a table, each game should pick one of the available slots: 0 -> 15

Here's the game skeleton that you may use:

do --Used to scope each game local variables
GM[0].N = "Game Name"
GM[0].A = "Author Name"
GM[0].T = function(self) end --TIC function
GM[0].S = function(self) end --scanline function
GM[0].I = function(self) end --Init function, called when the game is selected
end

Global variables use by the menu code:

GM <- The table holding all games
m = math
flr = m.floor
rnd = m.random
pr = print

2. Spritesheet Areas:

If your game uses sprites, then you will have to pick one of the first 8 areas, and if your game will also use Map, then you will have to pick an area from the second 8 areas (starting from area #8)

3. Map Areas:

If your game uses the map, then you will game to pick the map areas with the same id of the sprites slot that you used.

Note: The map sections are numbered incorrectly, just minus the id in the picture by one.

4. SFX:

Each game will be able to:

  • Define it's own single waveform (You will have to collaborate with other developers inorder to get good sfx ;) )
  • Use 4 SFX slots (They have to be in a row).

Note: the waveforms are numbered from 0 to 15 starting from the top.

5. Music:

Since TIC-80 has only 8 music slots, then only 8 games can use a single music slot.

6. Menu Icon:

You will have to replace the menu icon with (your game code id + 1) slot in the FG tab in the spritesheet.

Reserving a slot:

The final cartridges merging process will get stuck if 2 games uses the same slot of a specific resource, that's why I decided to create a 'reserving system', This doesn't mean that you will be able to fully reserve a slot for your game, but, it will be good to tell people that someone is already using this slot, at the end, the first game that submits will claim the slots it used.

To reserve a slot, comment here with a message in this format:

I'll reserve those slots:
- Game code: 0-15
- Sprites: 0-F / 'Not Used'
- Map: 8-F / 'Not Used'
- Waveform: 0-15 / 'Not Used'
- SFX: 0-60 (The first used SFX slot number) / 'Not Used'
- Music: 0-7 / 'Not Used'

Submitting a game:

To submit a game, upload it to the TIC-80 website under the 'WIP' section, and post a message here with this format:

My submission game:
- Link: (Insert the link to the TIC-80 game here)
- Game code: 0-15
- Sprites: 0-F / 'Not Used' (And tell here if you have free slots that any other developer can use)
- Map: 8-F / 'Not Used' (And tell here if you have free space that any other developer can use)
- Waveform: 0-15 / 'Not Used'
- SFX: 0-60 (The first used SFX slot number), (And tell here if you didn't use all the 4 slots, specifying which slots you didn't use) / 'Not Used'
- Music: 0-7 / 'Not Used'

At the end, I'll merge all the cartridges myself.

Reserved slots:

Game code:

Slot 0: Makki99
Slot 1: pixelherodev
Slot 2: egordorichev
Slot 3: jackj106
...
Slot 5: niltic
...
Slot 8: Trelemar
Slot 9: softmagician
...
Slot 15: ChildishGiant

Sprites:

Slot 0: Makki99
Slot 1: pixelherodev
Slot 2: egordorichev
...
Slot 4: niltic
...
Slot 8: Trelemar
Slot 9: softmagician
Slot A: jackj106
...
Slot F: ChildishGiant

Map:

Slot 8: trelemar
Slot 9: softmagician
Slot A: jackj106
...
Slot F: ChildishGiant

Waveforms:

Slot 0: ChildishGiant
Slot 1: niltic
...

SFX:

Slot 0-3: softmagician
Slot 4-7: niltic
...
Slot 60-63: ChildishGiant
---
Might use: pixelherodev

Music:

Slot 0: softmagician
Slot 1: niltic
...

Submitted games:

No submitted games yet.

Awesome !

Son link, That's an awesome game !

Hey @Tchey, Check LIKO-12 V0.6.0_PRE_04, I have fixed the Linux itch.io client problem, It must now prompt you if you don't have love installed, otherwise it will launch LIKO-12.

Posted in iOS Builds ?
(Edited 1 time)

Thanks for your offer, but sorry , But I'm not a fan of Apple products, nor in the hassle of supporting their devices, specially iOS devices.

My LDJam 39 Game made using LIKO-12:


Okay, I'll add a .sh script so LIKO-12 checks if love is installed, if so then run the .love file using the itch.io client, if not, then ask the user to install love.

Created a new topic Share LIKO-12 Games !
(Edited 2 times)

Hello everyone,

Here's the place where you can post about your LIKO-12 Games.

note that the best way to share it with us is to use pastebin:

  • "save mygame -c"
  • "pastebin put mygame.lk12 -c"
  • And paste the code here !

Looking forward to see some awesome games :)

Thanks !

The game errors at line 27 !

I'll try to contact itch.io support and see if they can find a way to run .love files

Hmm, So it's a problem with the itch.io client on Linux

(Edited 1 time)

@Tchey Does it give a blue screen ?, if so can you take a screenshot of it ?

It must be a problem in the LÖVE framework.