Wow, looks very nice! Awesome! Also thanks for sharing the love file, each file I read makes me learn something new about the engine/language again..
(haha, I'm a backend developer, never touched anything LUA related, but I know some languages..)
Wow! You're good at Lua! I love the game, especially the graphics!
I'm a complete n00b at programming and still learning, so your
game is a big inspiration for me!
Absolutely brilliant! Wonderful interface, love the smoothness, I hope you add more levels in near future! I'm already getting addicted to this! Thank you so much!
From New York, recently moved to Dubai, working as an IT administrator at a law firm, and an avid Love2d user :-)
It's been a while since I posted here. The website has many updates, I made a new video, excellent new music has been made, I posted a couple things on my site's blog including a breakdown of Snayke's implementation of bloom, and many other things.
After some research and a test implementation of networked multiplayer, it was determined that the nature of Snayke's gameplay makes latency and packet loss much more visible and impactful than it would be in most other games. It simply isn't fun to play with any kind of lag without heavy modifications to the base mechanics of the game.
I do recall one of the earlier versions having multiplayer not being too bad. Perhaps you could offer multiplayer over LAN?
Looking through my downloads, "snayke_beta1.love" is the only version I have, as well as the one with multiplayer.
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 removed the beta1 because it really doesn't represent what most of the game is now.
The game has local (same-computer) competitive multiplayer, but I never released my test version of networked multiplayer. Even LAN isn't really fun, since just 16ms of ping is easily noticeable.