Search found 31 matches
- Sun Jan 14, 2024 8:15 am
- Forum: Games and Creations
- Topic: Endless Dark, a psychological horror roguelite, now on Steam
- Replies: 3
- Views: 69742
Re: Endless Dark, a psychological horror roguelite, now on Steam
Thanks for the questions! Yes, it's definitely a niche game, but the people that do like it *really* like it, and we (my co dev and I) both participate in a lot of niche gaming communities so we were able to get a few streamers play it for us. So, the game is turn based in that nothing happens witho...
- Thu Jan 11, 2024 9:19 pm
- Forum: Games and Creations
- Topic: Endless Dark, a psychological horror roguelite, now on Steam
- Replies: 3
- Views: 69742
Re: Endless Dark, a psychological horror roguelite, now on Steam
My last major update before I am leaving EA is now in! The game is feature complete, has all of the original promised narrative arcs, an immense amount of additions based on community feedback, and more. More than 1000 people have played it so far and that has been such an honor to see my story get ...
- Thu Jan 04, 2024 10:39 pm
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 134690
Re: Audio Source GC
How much memory does decoded music use? I load about 40 soundtracks - the game at present uses about 1G of RAM, and almost all of that is image data. Actually it used to be a lot more when I was using tiles, but now on load I render all the tiles, then convert the tiles to an image, and only display...
- Thu Jan 04, 2024 5:40 pm
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 134690
Re: Audio Source GC
Here's a short clip with audio showing off a bit of what I mean: https://i.imgur.com/FeDrNOz.mp4 There you can hear the background music (checking if it should play on every cycle), the environmental sounds (the creaking metal, etc), also checking every frame, the 1-time sounds (when I sabotage some...
- Thu Jan 04, 2024 5:11 pm
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 134690
Re: Audio Source GC
Not quite- the way the audio system I wrote works like this 1) On load, read all audio files into a global table and create a new audio source for them with the filename as the key 2) In-game, when an event wants to play a sound, like SFX, tell that source to play 3) Every frame, see what music and ...
- Thu Jan 04, 2024 12:11 am
- Forum: Games and Creations
- Topic: Just launched Typing Bullets on Steam
- Replies: 16
- Views: 237435
Re: Just launched Typing Bullets on Steam
How's your experience with Steam been so far? I'm 10 months into release (still in EA, so not 1.0 yet), and a small community has started growing around my game, but there are some big love-isms I'm having a hard time overcoming (Steam API integration is a huge one). Are you using anything to bind s...
- Wed Jan 03, 2024 11:42 pm
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 134690
Re: Audio Source GC
You should not create a new source every time you call play. If the thing you are assigning it to is being reused, it should GC just fine, but you're tanking your performance doing that and that could cause other problems like if the source is already playing when you recreate it. You will be using ...
- Tue Dec 05, 2023 5:40 am
- Forum: General
- Topic: What are your programming stories?
- Replies: 5
- Views: 29653
Re: What are your programming stories?
Over the past year I have gone from having 0 game development experience to having a commercial release on steam. I had toyed with LOVE in the past, but the truth is, a year ago, I didn't know what the difference between "framework" and "engine" was. So, take this simple picture ...
- Wed Nov 29, 2023 7:15 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722488
Re: What's everyone working on? (tigsource inspired)
Preparing to transition from EA to full release. I'm about 18 months in and we're approaching the finish line. https://i.imgur.com/nNYgPDK.png We had a very popular streamer pick it up for us not once but twice this year, and the immense feedback we got from that has driven us to get it over the fin...
- Tue Jun 06, 2023 12:07 am
- Forum: General
- Topic: How to run love2D project on localhost?
- Replies: 10
- Views: 7487
Re: How to run love2D project on localhost?
There are a number of ways to pull in code and adjust it on the fly, but it depends on what your goal is and what your experience level is. I'm going to suggest, in order of complexity, the following methods: Persist certain game state tables to disk that you can reload on demand Persist entire game...