I updated the games page a little bit. I didn’t like how cluttered it looked with all of the embedded itch.io boxes, and figured it was a little redundant since all those games are listed on my itch.io profile anyway. So I deleted all of those except for spaceSpuds. I want as much coverage of spaceSpuds as I can get, so that’s at the top of the page. This mass deletion also brings focus to the smaller projects I have listed on that page. I have a few links to source code I have published, and browser playable builds of a few games/toys. I really think it’s more clear this way.
I also have been making a lot of progress with luxe. I’m kind of going through the basic gamedev motions of creating the basics of different game genres, just to learn how the system works. I made a top down shooter, and the beginnings of a platformer. I look at these little mini games as an art study, trying to recreate something I have played in code. It is so much more effective for me to learn this way, by actually writing out code, rather than reading how a platformer is made. I still reference the tons of articles out there on the subject, but I will never know it until I do it.
I hope to find some inspiration soon on what game I want to make next. I have a lot of ideas, but nothing is really jumping out at me. I will continue to make small games/prototypes, share them with my small audience, and hopefully something will catch my attention and progress.
//edit - I don’t want to make a new post for this, so I’ll just tack this on here: as I said above, I am learning how to program a platformer, basically from scratch. In other engines, this game is so common that you basically just feed in a map and a player sprite, and the engine figures out the physics for you. Both jumping and collision are just done. Not so with luxe. This may seem like a set back, but I am excitedly looking at this as a chance to learn, and hone my skills as a developer. I updated the platformer web build to the current build. I think I have the player’s movement and jump physics well defined, and set up with easy to tweak variables. The next step is collision with blocks or platforms, which I have started. The red box is each object’s collider, and when they touch, it changes the player’s color. Next comes actually stopping on top of that block, and jumping off.