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I made a new game with LÖVE, Your Shots Count

Posted: Sun Feb 25, 2024 8:07 pm
by cip
Hi all,

I released another game using LÖVE, Your Shots Count. It's a math arcade game, where you defeat enemies with math. Each enemy has a math question above their head, and you eliminate them by shooting at the correct answer, from one of the three that is placed next to them. There are three enemy types, each with different characteristics, as well as different reactions if you select the wrong answer.

While my first game, Typing Bullets, is a word game and you have to use almost all of the keyboard keys to play it, Your Shots Count is playable with the mouse only.

The experience of creating a game with LÖVE has been wonderful, and there was never a point where I felt that LÖVE was holding me back (pun intended?) All issues that I had while developing the game were due to my coding or logic skills.

While making this game I like to believe that I have learned some new skills, and I would like to create some tutorials about the following: implementing game states (using another awesome library included in HUMP from vrld, gamestate + the code change from pgimeno for removing a quick flash that occurred when switching between states); how to add Steam achievements using luasteam; how to use kikito's anim8 animation library; and again, share the new shaders that I ported from PixiJS for this game, which are the reflection and god ray shaders.

Thanks and please let me know if you have any questions.

Re: I made a new game with LÖVE, Your Shots Count

Posted: Mon Feb 26, 2024 3:54 am
by togFox
Congrats on the release. :)

Steam integration and shaders are things I've yet to get into.

Re: I made a new game with LÖVE, Your Shots Count

Posted: Tue Feb 27, 2024 9:21 pm
by cip
Hi togFox,

Thank you for your comment! :)

Also, congrats on your game as well, Backyard Gridiron Manager. It seems like a very complex game. So far, what part do you enjoy the most to code: the management part, with coding in the stats and how they affect the players, or is it coding the match that is played on the field?

Steam Achievement integration (so far I have only implemented Achievements) was straightforward to accomplish, and I hope to make a tutorial as soon as possible to show how I did it.

Regarding shaders: one quick way to experiment with shaders is with the excellent moonshine library by vrld (for this game I have used the fog and vignette shader from this library).

Best of luck with your games and let me know if you have any questions!

Re: I made a new game with LÖVE, Your Shots Count

Posted: Thu Apr 04, 2024 6:53 pm
by Jaerasgon
Great job, been playing it on steam, a fun way for me to improve my mental math skills, the only gripe I have is the UI, is there a way to scale it down a bit or move it away from the screen edges? Other than that great concept and execution, congrats on the release!

Re: I made a new game with LÖVE, Your Shots Count

Posted: Mon Jun 10, 2024 4:48 pm
by cip
Jaerasgon wrote: Thu Apr 04, 2024 6:53 pm Great job, been playing it on steam, a fun way for me to improve my mental math skills, the only gripe I have is the UI, is there a way to scale it down a bit or move it away from the screen edges? Other than that great concept and execution, congrats on the release!
Hi Jaerasgon. Thank you for your comment and for your feedback! I am happy to hear that you are enjoying the game.

Sorry about the UI scaling issues. Scaling the game and using canvases is an area I know I can improve on.

To be sure I understand what you mean, can you please give me more details about moving the UI away from the screen edges? Are you talking about the position of the Pause button and the score and accuracy UI? Thank you for bringing it to my attention, as being able to move these UI elements on the screen is something I should take into consideration.

And I apologize about the delayed response! I'll try and answer sooner from now on and check the forums more frequently.