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VonHendrik

18
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A member registered Dec 20, 2018 · View creator page →

Creator of

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Find the coordinates of the sprites ie top right, top left, bottom right, bottom left corners. Then check whether any of those points overlap. Here's a tutorial on it that should be helpful. https://developer.mozilla.org/en-US/docs/Games/Tutorials/2D_Breakout_game_pure_J...

Awh thanks i'm glad you enjoyed it.

Yeah i think both of those play off each other right. Like it's hard to get your head around a good strategy  when you're spending so much time  just getting to a destination . I think this one of those ideas that's come out of these jams that would be simply improved by having a little more pixel space to play with.  Great idea, that's just a bit hampered by the design restrictions. 

Beautiful game. It was so calming, just running around catching fireflies and transporting myself into the very realms of death to ascend to the great beyond. I love it. 

Very well done. This is one of the most polished submissions i've seen so for.  

This was really good. Very well designed, and had nice challenge in the combat. I think the only thing i was missing was a hit register of some kind, to know when hits were landing. But really great work, i particularly enjoyed your cut scenes. 

Oh whoa thanks ive been looking for a tutorial like this for ages. I know what im going to be doing for the next week.

This was really well done. How did you create that isometric 3d look in love?

Ooo this game  hurts so good. Very well done.  It was a nice challenge, and the art is quite beautiful on top of that. I don't know if it's just my keyboard but there was intermittent input lags. But the rest was so good i just pushed through and kept enjoying myself.

Yeah i was working out of a godot before this, but my laptop that could run it bit the dust a week before the jam. So i had to scramble and learn lua and love. I reccomend it as an engine with light overhead, and a good set of tools.

Awh  sorry, yeah i was afraid of that. My actualy computer died, and so love was the only engine i could find to run on  my little chromebook. I'm glad you enjoyed it though. 

Whoa this is such a creative game, the mechanics nice and  polished, the  art is great to look at, but why am i cursing your name as i fall through the air trying to land on those dang platforms the size of a fleas breakfast for what is honestly like the fiftieth time.  And then why did i go back and play trough them all over again?    Just fantastic.

Oh yeah that makes sense now.  Again great work.

The game keeps freezing on the evolution screen, which is a shame because i think this is a really great idea, and wanted to see more of the game.

Really well done but i don't know how well it fits with the theme, but i definitely enjoyed myself through the entire play through. Great job.

All these dang bugs have finally gotten on  Sir Reginald last nerves, so it's off to the garden shed to nip together a thorium powered laser that'll steal the very essence of those fanddangled little critters. But can he survive their enveloping swarm. Thankfully the writers just decided he would get special regeneration powers, and didn't even bother to explain it.  So enjoy exploding yourself to high and reloading. 

------------------------

  • For every bug you hit you gain a life
  • Each life you only have 6 bullets
  • If you're hit by a bug, you will explode
  • But if you die you get all your bullets back
  • Try to survive as long as you can

------------------------

CONTROLS 

W,A,S,D - Movement

Arrow keys - Fire

Explode to reload

(2 edits)

Awesome thanks! Yeah im just scaling it up and working from there.

Yeah in testing out the implementation i had to find work arounds to keep everything snapped to the pixel grid and constrained down to the nokia's fps. I ended up turning every pixel into a 1x1 rectangle and the scaling methods in Löve2d seemed to handle it. For the fps i just gated any calls inside the update and draw functions to happen only on the specific frames.

Plus homebrew collision detection are so much easier when you're dealing with movements expresed in integers.

Is it the physical pixels themselves that have to be 48x84 or can we fake it with larger "pixels" made out of rectangles? I'm currently trying to work out of Love2D and there doesn't seem seem to be an option to scale up the pixel size and make the screen more readable.