Submissions from 2015-05-01 to 2015-05-02 (5 total)

A submission for Make games. 97

Took me an hour and a half, but HtA now runs on the newest version of luxe(:

A submission for Make games. 97

Following from yesterday, I worked on a conversation about who should collect firewood, with the conversation system passing along the collect firewood activity to whichever npc is picked. I also generalized the collect firewood activity for any task that involves finding items to go drop off at a location.

Android

A submission for Make games. 97

I still don't really understand what I'm doing when it comes to screen resolutions and how to adapt the camera to multiple screen sizes. I messed with some scripts and settings until I made it work sorta like I want on my Galaxy S5, but I'm sure it'll take me a lot more time to fit all the devices I want to support.

Anyway, no juicy gif today as I haven't added anything exciting. On the bright side, the weekend's here!

Okay, so I've finally settled (for real this time... seriously) on using Haxe and Luxe as my weapons of choice. Hopefully that's a good decision since the guy running this streak is on the freakin' Luxe demo page! Anyway... I'm apparently also using Github for source control, which is fine. My project's at Mecha Gunbuster Squad now if anyone wants to follow along.

Unfortunately, actual game progress has regressed, since I'll need to re-implement everything in Haxe. That's not a problem though. What is a problem is the incorrect tutorials and the general lack of documentation. For instance, the tutorials want you to use Luxe.loadTexture('file_name'); to create an image, except that Luxe.loadTexture() doesn't exist. Luxe.resources.load_texture() does, but it returns a Promise, which means I'll either need to figure out how to use the Luxe resource manager, or how to use Promises (which aren't that hard to understand, but seem overly difficult to use). This is assuming, of course, either of those options actually do what I want in the first place, since nothing explains how anything works...

But on the positive side, I can use colored rectangles for now, so I can still get a very abstract (we'll say it's "stylized") game working for the time being.