moonshotadv
SNKRX
moonshotadv | SNKRX | |
---|---|---|
1 | 21 | |
1 | 1,199 | |
- | - | |
1.8 | 0.0 | |
over 2 years ago | almost 2 years ago | |
Lua | Lua | |
- | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
moonshotadv
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How should I load levels?
I made a jam game a few months ago where I abstracted out the levels into a JSON file. I'd imagine you could do something similar and it'd likely be more flexible than your bitmap method. In case it's useful, here is the actual example I'm talking about: https://github.com/elennick/moonshotadv/blob/main/levels/levels.json
SNKRX
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Releasing a game on Steam
One thing that really helped me is looking at the source code and assets of one game that I really enjoyed -- SNKRX, the creator of the game, a327ex, put everything on Github so you can take a look how a finished game looks: https://github.com/a327ex/SNKRX/. The repo even includes the various images needed for Steam, this was very nice so I could make sure some of the assets I made aren't unfit for their purpose: https://github.com/a327ex/SNKRX/tree/master/assets/media . There are also some Photoshop files provided on the Steamworks FAQ which are very useful too, but they mainly show just in which area of the image you shouldn't put important text etc.
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How do I make money off Love2D development?
If it helps, here's a devlog for a reasonably successful game built in love2d.
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Examples of games made in a few months that sold well?
SNKRX/devlog.md : daily breakdown of what he actually worked on from the start for his SNKRX game
- What Does Copyright Say about Generative Models?
- Rewrite Update Cancelled
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What I want to do in life is to make games. But I'm from a third world country with no video game companies, and I can't move. In my situation, what's the most likely way to make money as an indie game dev? I don't need much ($500 a month would be enough), and I can bide my time.
SNKRX daily devlog for the first 3 months << very detailed of what he was doing each day
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Devs who open source their games, why?
I'm the developer of SNKRX and on top of what most other people mentioned, the truth of the matter is that making games is hard and making games while working on someone else's codebase is even harder. Anyone who has the capacity to do anything useful with your game's codebase will likely also have the capacity to make their own game from scratch, so they'll just do that instead.
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How many open-source games do you know?
SNKRX is a commercial game and is open source (MIT), but it's not an open source project -- the developer is focused on improving their game for their gaming community and not building a development community around the game.
- I open sourced a game I just released on Steam, written in Lua
What are some alternatives?
3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.
SSVOpenHexagon - C++20 FOSS clone of "Super Hexagon". Depends on SSVStart, SSVEntitySystem, SSVLuaWrapper, SSVMenuSystem, JSONcpp, SFML2.0. Features JSON/LUA customizable game files, a soundtrack by BOSSFIGHT, pseudo-3D effects.
LIKO-12 - LIKO-12 is an open source fantasy computer made using LÖVE.
Techmino - Techmino:方块研究所唯一官方仓库(Github)
BYTEPATH - A replayable arcade shooter with a focus on build theorycrafting.
kaboom.js - 💥 JavaScript game library
splashes - A collection of splash screens for LÖVE
minetest_game - Minetest Game - A lightweight and well-maintained base for modding [https://github.com/minetest/minetest/]
funkin-rewritten - Optimized rewrite of Friday Night Funkin' built on LÖVE
VVVVVV - The source code to VVVVVV! http://thelettervsixtim.es/
lovetoys - :banana: a full-featured Entity-Component-System framework for making games with lua
open-project-1 - Unity Open Project #1: Chop Chop