In this post I'll be taking a look at how I programmed aspects of the ship's thruster in my game, Facilitated Escape. I'll most likely be making more posts like this in the future (as in, I intend to make a series of "How It Works" posts).
Initially I had a lot of trouble getting the thruster to look right; you might be able to see some of my troubles in the Ludum Dare time-lapse. The reason for this was that I had programmed the game to move the ship on the y axis instead of moving everything else, as expressed by this code (line 72 of ship.lua)
Read moreThis post is to announce the release of the first version of my game, Facilitated Escape (other than the one submitted to Ludum Dare). I've been working on it for nearly two weeks since I started work during Ludum Dare 21.
The game revolves around escaping a collapsing facility in your rocket, dodging oncoming "blocks" that are in your path. It's got quite a retro feel to it, with pixel art and 8-bit music.
Anyway, I won't repeat what I've already written, you can get more information and download the game from its page. Also, I'd really like to hear your comments and suggestions regarding it.
Read moreAfter my complete failure in the last Ludum Dare, I didn't plan to take part in the next one (the 21st), however I decided to give it another shot. I'd learnt a number of things from my failure last time: go with a concept that's really simple, and use simple art, like pixel art, at least if you're a programmer like me.
I also decided not use my personal framework for LÖVE; the biggest reason I failed last time was that my framework was riddled with bugs. My framework is much more solid now, nevertheless my main reasons for not using it are:
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