Sought, a new game

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klembot
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Sought, a new game

Post by klembot »

We just released Sought, the first game we've made with LOVE. My collaborator Joel and I have made a couple Flash games in the past, but we were looking for an easy way to create a downloadable game and LOVE has been really great. This forum has also been super useful -- I have been lurking for a while now :)

We're putting it out there under a pay-what-you-like model (which includes $0): http://indievania.com/games/sought

In conjunction with this, I've been working on a library called Zoetrope that handles a bunch of basic things for games (animation, collision checking, tweens, etc) -- it's not 100% ready for general use, but it's pretty close. I used to use Flixel when we were making Flash games and I was looking for something basic but comprehensive, so that's the niche I'm hoping to hit with Zoetrope. The project page is here: https://bitbucket.org/klembot/zoetrope/

Would love to hear thoughts and feedback.
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josefnpat
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Re: Sought, a new game

Post by josefnpat »

Dear Klembot,

I noticed you didn't have a linux version, and I wanted to try it before I considered buying it, so I went with the $0 Option (Sorry!)

I downloaded the mac version, and extracted the .love file, and ran it.

This is what I get using love 0.8.0:
coPfk.png
coPfk.png (6.73 KiB) Viewed 323 times
Also, I would like to mention, I can build a standalone version for Linux 32bit and 64bit if you would like!

One last thing, the "buy sought" button on the website has this really weird scrolling issue on firefox and chromium: https://love2d.org/imgmirrur/smyzo.png
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Robin
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Re: Sought, a new game

Post by Robin »

josefnpat, try setting t.release = false in conf.lua. That will probably be more helpful to klembot
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josefnpat
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Re: Sought, a new game

Post by josefnpat »

Robin wrote:josefnpat, try setting t.release = false in conf.lua. That will probably be more helpful to klembot
Thanks, I'll keep that in mind for the future!

With t.release = false,

Code: Select all

[Sought]$ love .
Error: squished.lua:169: this app's width and height are not supported in fullscreen on this screen
stack traceback:
	[C]: in function 'assert'
	squished.lua:169: in function 'enterFullscreen'
	squished.lua:2311: in function 'onRun'
	squished.lua:153: in function 'run'
	squished.lua:2317: in function 'load'
	[string "boot.lua"]:378: in function <[string "boot.lua"]:373>
	[C]: in function 'xpcall'
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klembot
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Re: Sought, a new game

Post by klembot »

Well, first of all, no worries about not paying anything to try it out. I would likely do the same in your shoes :). What resolutions does your monitor support? It's trying its best to find something that is 768 pixels tall, ideally 1024x768. I should add something that catches this problem and handles it gracefully by not trying to run in fullscreen, though.
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josefnpat
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Re: Sought, a new game

Post by josefnpat »

klembot wrote:Well, first of all, no worries about not paying anything to try it out. I would likely do the same in your shoes :). What resolutions does your monitor support? It's trying its best to find something that is 768 pixels tall, ideally 1024x768. I should add something that catches this problem and handles it gracefully by not trying to run in fullscreen, though.
This explains it :) I'm using nVidia's twinview, and thus I only have one valid resolution:

Code: Select all

[~]$ xrandr
xrandr: Failed to get size of gamma for output default
Screen 0: minimum 2560 x 1024, current 2560 x 1024, maximum 2560 x 1024
default connected 2560x1024+0+0 0mm x 0mm
   2560x1024      50.0* 
Which happens not to be 1024x768 :)

Thanks!
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Jasoco
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Re: Sought, a new game

Post by Jasoco »

Exactly the reason I built my own fullscreen and scaling system that doesn't require changing the resolution of the display. Its only a small amount of extra work if you build it in from the beginning.
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klembot
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Re: Sought, a new game

Post by klembot »

How do you handle overall scaling? This is what I'm doing right now: https://bitbucket.org/klembot/zoetrope/ ... lua#cl-197
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Re: Sought, a new game

Post by Jasoco »

I've explained it elsewhere, but I use two methods depending on whether there's canvas support or not.

With canvas support, everything is drawn to a canvas of the size of the game play area, then the canvas is drawn centered in the window scaled up to fit.

Without canvas support, it simply uses love.graphics.scale() to scale the coordinates system overall. It also uses love.graphics.translate() to offset the drawing to the center of the screen. And it uses love.graphics.setScissor() to crop out the outside areas outside of the drawing area.

So if you have a game area of say 640x480 and your display is 1280x800, fullscreen will scale to a factor of 1.66666666667 with black bars on the left and right if you have "fit to screen" selected, or just remain at a scale of 1 and be centered if you have "fit" turned off. If you have a game that's wide and use it on a 4:3 display, it'll scale to the width instead of the height placing the bars on the top and bottom instead of left and right. And "fullscreen" will always be set to exactly the display's width and height. So you don't have to worry about having a display that supports your games resolution and it will always work no matter what. Instead pixel scaling is handled by Löve instead of the display.

I'm working on a template framework system for myself that will let me drop any game project I create from now on inside of the correct folder and use the same template reconfiguring itself to fit the game project I'm currently working on. It still needs more work, but it is working great for me at least.
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