https://github.com/developmenthf/agwan
a disappearing, micro puzzle platformer
https://github.com/developmenthf/agwan
Last synced: 9 months ago
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a disappearing, micro puzzle platformer
- Host: GitHub
- URL: https://github.com/developmenthf/agwan
- Owner: DevelopmentHF
- Created: 2024-11-11T09:57:58.000Z (over 1 year ago)
- Default Branch: main
- Last Pushed: 2025-02-01T05:58:13.000Z (about 1 year ago)
- Last Synced: 2025-04-05T07:41:33.914Z (about 1 year ago)
- Language: Lua
- Homepage: https://developmenthf.itch.io/agwan
- Size: 16 MB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
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README
# agwan
> a game without a name
A micro-puzzle platformer, where after your first move, elements of the game disappear.


Play using the build instructions found from **quicklove** below, or use the attatched itch.io link
---
# quicklöve
Starter project files to prototype ideas quicker.
Don't get bogged with boilerplate.
> [!IMPORTANT]
> This template uses [middleclass](https://github.com/kikito/middleclass?tab=readme-ov-file) for basic OOP structuring, and [anim8](https://github.com/kikito/anim8/tree/master) for easier animation handling.
>
> Both are included in each `game/utils/` directory by default.
> [!WARNING]
> The **quicklöve** template, as outlined in `conf.lua` uses the classic gameboy aspect ratio by default, which is then scaled by 4.
>
> This means all our assets can be created for this 'style', then scaled up. In this codebase, this is done through the `ScalingFactor` global variable, which should be used to scale up each draw cycle prior to rendering sprites, and popped off the draw stack before rendering things like text.
>
> However, this technique of scaling can catch you out when using things like mouse coordinates, which need to be scaled down by `ScalingFactor` before transitioning to game logic.
> I.e, an `Entity`, in logic, might be have `position.x=4`, yet it will be rendered at `x=16`, and if you try click on it as part of your game, the mouse will be at `x=16`, thus needing to be scaled down.
---
## Running the development build
Execute this from top-most directory of your created game folder
```
/Applications/love.app/Contents/MacOS/love game
```
## Building
### Web Building
To build for web in order to publish to itch.io,
```bash
npm i love.js
```
```bash
npx love.js game build
```
then zip the build and upload it.
This repository has had issues with this technique of building. An alternative approach is to zip the **contents** of the `game/` directory, not `game/` itself into `build.love` then run
```bash
npx love.js game/build.love build
```
>[!CAUTION]
> Due to quirks with `love.js` make sure to turn on the experimental `SharedArrayBuffer` support option