josefnpat wrote:I very much enjoyed this game. One issue with the movement:
Yes, I am aware of this. It has to do with how my pathfinding algorithm decides on where to go first, but I'm going to replace it with TLpath, which may fix these problems.
josefnpat wrote:And finally, interested in any "map" donations?
Yes yes and yes, but not yet. I'm going to rewrite most of the game for version 0.2, wherein I will do a better job of defining how the levels are created and once that is done I will ask for your levels which I may add to the final game (with your permissions, of course).
I would think that getting the community to contribute levels would be fun for everyone. even if you do make money off of it, you might be nice enough to add us in the credits. A fun game made on the love engine is another superb example of the love engine being shown off
Missing Sentinel Software | Twitter FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
I'd make some levels so long as you promise to pimp Love. The more serious developers we have in the community, the better. The best way to attract serious Lovers is to show that we can make polished games, IMHO.
Alright everybody, the new beta has arrived with a brand-spanking new level editor for you to pump out some levels. I would love your feedback on how things work, just keep in mind that the level editor isn't going to be a part of the first release*.
Your levels are saved in the standard directory and are auto-filename'd to the current timestamp because I was too lazy to add any textfield support. Give me your levels and you'll be mentioned in the credits.
* Not sure what kind of "release" I am talking about, but I'm open to suggestions.
Very unique puzzle game idea. I've never played something like that
When I saw the title I thought uh Action Action Action !
But then its a puzzle game and I was NOT disappointed at all. its fun.