The newest version features a huge set of changes over the old one. It now uses gamestates, handles resources in an efficient manner and has some stuff tidied up. Along with this I fixed a load of collision bugs and implemented camera snapping. There are myriad changes like animation taking movement speed into account too. I'm still not happy with the 'physics', but I would like to implement other things.
Oh, one thing you might like to know is that Platformy now saves its preferences in the save directory. If you open preferences.txt you can change things like vsync and key bindings.
I started out wanting to make a Metroid clone, because it's pretty simple and has graphics that are easy to work with. Part way into coding this I realised it could easily be made scalable, so I made it that things like tile and sprite sizes aren't fixed and it parses a texture atlas into a spritebatch and whatnot. I was really surprised at how fast it renders the map this way, even if it is quite small.
At the moment there's just a bare map you can run around. Enemy data exists but isn't used yet.
There's also a git repo: https://github.com/Lafolie/Platformy
[attachment=1]Platformy_3912.love[/attachment]
[attachment=2]Platformy.love[/attachment]
Controls:
- WASD - Movement
/ (slash) - Fire
. (dot) - Jump
F1 - Toggle debug
F2 - Toggle resolution
F3 - Toggle fullscreen
Escape - Quit