Exemplar(A side project that became a game)
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- Prole
- Posts: 9
- Joined: Mon Jan 18, 2021 8:30 am
Exemplar(A side project that became a game)
It is a hack and slash endless game(for right now). I am just testing it out here before publishing it.
- Attachments
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- game.love
- the love 2d file
- (12.39 MiB) Downloaded 124 times
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- exemplar test.zip
- The game
- (15.46 MiB) Downloaded 110 times
Re: Exemplar(A side project that became a game)
Looks very polished.
Last project:
https://togfox.itch.io/hwarang
A card game that brings sword fighting to life.
Current project:
Turn-based PBEM horse stable (racing) management sim: https://togfox.itch.io/horse-stable-manager
https://discord.gg/HeHgwE5nsZ
https://togfox.itch.io/hwarang
A card game that brings sword fighting to life.
Current project:
Turn-based PBEM horse stable (racing) management sim: https://togfox.itch.io/horse-stable-manager
https://discord.gg/HeHgwE5nsZ
- Hugues Ross
- Party member
- Posts: 110
- Joined: Fri Oct 22, 2021 9:18 pm
- Location: Quebec
- Contact:
Re: Exemplar(A side project that became a game)
Some feedback:
- Delta time isn't being handled properly, it's only accounted for in some parts of the movement code and on my PC this leads to things like the jump button launching me into the stratosphere. Unfortunately this makes the game unplayable for me, so I can only comment on the aesthetics. You can probably fix this by changing the part of player:movement where you actually update the x and y values to take dt into account, looking up integration formulas for game physics may be of use here!
- Currently the buttons in the menu are pretty difficult to read when there's dark parts of the terrain behind them. It would really help to have some sort of background on those by default even if it's translucent.
- Your foreground assets are very blurry compared to the bg... looking at the assets it doesn't look like an issue with the tileset, but rather poor upscaling & exclusion when you made the map graphics. If you still have the original-size versions I recommend re-scaling them with nearest-neighbor filtering to keep them from looking blurry.
Re: Exemplar(A side project that became a game)
The .love file doesn't run for me, I get the following stacktrace:
I was able to run the .exe though. It looks very nice (aside from the image filtering issues mentioned by Hugues Ross). Gameplay wise the movement feels really slippery and there were some instances where the character wouldn't attack after the first slash so I just kept being annihilated by the enemy. If you managed to get the character movement and attacking to feel nice and tight I bet it would be a lot of fun.
Code: Select all
Error: menu.lua:12: bad argument #2 to 'newSource' (string expected, got no value)
stack traceback:
[love "boot.lua"]:345: in function <[love "boot.lua"]:341>
[C]: in function 'newSource'
menu.lua:12: in function 'load'
main.lua:7: in function 'load'
[love "callbacks.lua"]:136: in function <[love "callbacks.lua"]:135>
[C]: in function 'xpcall'
[love "boot.lua"]:361: in function <[love "boot.lua"]:348>
[C]: in function 'xpcall'
Re: Exemplar(A side project that became a game)
It's bundled with Löve 0.9.2, which explains the error trying to run the .love file. There were a couple simple updates that allow it to run with Löve 11 (like adding the second argument to newSource()), but then the main menu was glitching oddly, so I didn't dig too far. The .exe ran, though I got the same issues as Hughes Ross, so it wasn't really playable unfortunately.
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