made significant updates:
significant user interface improvements
tutorial project to help you learn
set passability for tiles and specific map squares
exporting supported (windows/osx/love)
check out the updated video in the original post
Search found 84 matches
- Tue Aug 12, 2014 11:55 am
- Forum: Libraries and Tools
- Topic: kooltool - game doodling tool
- Replies: 2
- Views: 3900
- Sat Aug 09, 2014 8:39 am
- Forum: Games and Creations
- Topic: Metanet Hunter SE (Uploaded for GBJAM!)
- Replies: 5
- Views: 4747
Re: Metanet Hunter SE (Uploaded for GBJAM!)
really cute started finding it challenging around level 6 and i got really frustrated on level seven some thoughts: it's not obvious that you need to hold down jump on the jump pads; i was trying to press jump as the right time - perhaps you could have some small amount of time after leaving the jum...
- Mon Aug 04, 2014 10:14 am
- Forum: Libraries and Tools
- Topic: PROBE.lua: realtime graphical profiler
- Replies: 5
- Views: 6630
Re: PROBE.lua: realtime graphical profiler
thanks for explaining that, it really helps. i didn't have a lot of my classes imported into main.lua, which meant it didn't automatically profile everything with the example line - so i was confused by that. this is really great
- Mon Aug 04, 2014 7:38 am
- Forum: Libraries and Tools
- Topic: PROBE.lua: realtime graphical profiler
- Replies: 5
- Views: 6630
Re: PROBE.lua: realtime graphical profiler
this is amazing! i suggest you do whatever you can to make this auto-detect the settings: "GPROFILER:hookAll(_G, "draw", {love, lg})" i don't really know what this means, but do i need to know? what if "GPROFILE:hookAll("draw")" did the rest by default? also i...
- Mon Aug 04, 2014 7:17 am
- Forum: Libraries and Tools
- Topic: kooltool - game doodling tool
- Replies: 2
- Views: 3900
kooltool - game doodling tool
o3hXmTyTF90 i'm making a little game maker (which is more than a "little" undertaking) the main idea is that you should be able to edit everything within the maker itself, and that you should be able to see what your edits look like immediately download kooltool on itch.io the main develo...
- Thu May 01, 2014 10:45 am
- Forum: Games and Creations
- Topic: [LD29] PORTHOLE
- Replies: 4
- Views: 4550
Re: [LD29] PORTHOLE
haha yeah i do wonder how many people have played and not realised there's more creatures and backgrounds... beneath the surface
- Tue Apr 29, 2014 5:12 pm
- Forum: Games and Creations
- Topic: [LD29] PORTHOLE
- Replies: 4
- Views: 4550
Re: [LD29] PORTHOLE
thanks for the feedback and kind words :) to see the other surfaces you'll need to follow the notch on the rotating ring - line it up to the top and it leads towards new areas! glad you managed to enjoy the game despite that though :D wasn't sure about the resolution since either we have to zoom the...
- Mon Apr 28, 2014 11:15 pm
- Forum: Games and Creations
- Topic: [LD29] PORTHOLE
- Replies: 4
- Views: 4550
[LD29] PORTHOLE
http://www.ludumdare.com/compo/ludum-da ... &uid=13822
PORTHOLE
FOLLOW THE COMPASS
SEEK THE DEPTHS
TURN AND MOVE WITH
THE ARROW KEYS
PRESS THE BUTTONS TO
DOCUMENT YOUR VOYAGE
PROGRAMMING AND AUDIO
BY MARK WONNACOTT
GRAPHICS
BY CLAIRE MORLEY
- Fri Apr 25, 2014 1:49 pm
- Forum: General
- Topic: maybe im just nit picking...
- Replies: 12
- Views: 5163
Re: maybe im just nit picking...
all i ask is please avoid putting "on" in front of everything D:
- Thu Apr 17, 2014 11:42 pm
- Forum: Support and Development
- Topic: Draw order depending on Y position
- Replies: 5
- Views: 4033
Re: Draw order depending on Y position
table.sort would return the lowest ones first, by default. This would work, but just for kicks, you could also get the highest y-value first with this: table.sort( Table, function( First, Second ) return First > Second end ) This is, of course, not what you wanted. Figured it could be helpful, thou...