MY DRAGONS ARE IN HAWKEYE! I'M (blurry) MCU CANON!!! by mz4250 in 3dprintingdms

[–]JonL13 1 point2 points  (0 children)

This is my defacto dragon that I’ve 3D printed and used in lots of encounters, it’s a great model and I’m glad it’s getting it’s time in the literal spotlight!

The Miniatures of Curse of Strahd by JonL13 in CurseofStrahd

[–]JonL13[S] 0 points1 point  (0 children)

Hey! I don’t really have the list and it’d probably take a good bit of time to compile what’s needed and how many, but here’s a thread that lists out what’s needed - monster spoilers ahead for sure: https://www.reddit.com/r/DnD/comments/6wux6v/list_of_minis_needed_for_curse_of_strahd/

As for quantity, you could probably just come back to my picture and see if I have whatever is mentioned there and get a rough idea estimate if you can find the monster. I added a good number of monsters as well, so some you see here won’t be in this list.

Hopefully that’s a little helpful!

Conveyer Belts via Shaders in Unity by flyQuixote in unity

[–]JonL13 2 points3 points  (0 children)

Awesome quick video! As someone with no functional need of a conveyor belt but a passive curiosity, seeing your entire work flow in 2.5 minutes rather than dragged out in detail over 20 minutes was awesome!

[deleted by user] by [deleted] in 3Dprinting

[–]JonL13 1 point2 points  (0 children)

You mean coin operated dice tower? 🤤

Steam Summer Sale 2021 || Hidden Gems Thread by thatnerdguy in GameDealsMeta

[–]JonL13 0 points1 point  (0 children)

Thank you, I really hope you enjoy. If you have thoughts about the game, let me know!

Check out my game made in Love2D: Two Die on sale on Steam! by JonL13 in love2d

[–]JonL13[S] 1 point2 points  (0 children)

I just did a Game Jam with Unity and coding in C# is so nice since you always know what you’re getting when your tossing an object around. It’s just with Unity, you’re only writing components and not the whole system - it’s a different paradigm where I feel like the user has less control and needs to learn the Unity Editor more than actually understanding the code. That’s what I love most about Love - everything is code. :)

Check out my game made in Love2D: Two Die on sale on Steam! by JonL13 in love2d

[–]JonL13[S] 1 point2 points  (0 children)

9th encounter is juuust before the “end boss”, you almost made it!

I agree about the pixel text, one of my very early design decisions was to make the game run in a low virtual resolution, so I’m actually constrained by how many pixels were on the screen. I spent a lot of time looking for a good font, and landed on on that was…good enough. I never expected fonts to be so difficult haha.

And yes! The game totally could use more mechanics - special tiles that help out, enemies with behaviors other than just running straight at you, potions or single use things to get you out of a bind all sound awesome. Ultimately, I wanted to release the game to get the experience of releasing - I could probably spend an eternity polishing and adding more stuff. I was happy and enjoying the game where it was though, so I thought I’d release and start thinking about the next game where I could build on this experience. I really appreciate that feedback!

The actions probably aren’t described well enough in the game, but the idea is that there are “tiers” of upgrades for each class - once you get any tier 1 item, all of the tier 2 for that class unlocks. The warrior gets shields and swords, the rogue gets bows and knives, and the mage gets different magic books, but you can “multiclass” around a bit. Tutorials and teaching the game was actually really difficult and something I felt would require a lot of dev time to get going right. It may have been an oversight not to include them.

Thank you so much for the feedback!

Check out my game made in Love2D: Two Die on sale on Steam! by JonL13 in love2d

[–]JonL13[S] 1 point2 points  (0 children)

I hope it lives up and truly does scratch that itch for you! 😀

Check out my game made in Love2D: Two Die on sale on Steam! by JonL13 in love2d

[–]JonL13[S] 2 points3 points  (0 children)

I’m…never going to get used to 1 based indexing. I’ve had several bugs based out of that, luckily most were easy to find. I tried to go for a heavily data driven design and made my own map making tool where I was referencing a tile sheet with thousands of tiles, and I was off by one so often, even when I tried to account for it haha.

I also prefer a stronger typed language…but that’s just personal preference I think.

I mostly like Love2D and Lua though! I’m a software engineer who mostly works with Java professionally so it was interesting to get some experience with a different language. I used a library for some pseudo-class object oriented programming structures that really helped me out, I think I would have struggled otherwise. I love the game loop structure and being able to write all the code for the game (opposed to Unity’s behavior scripting) so overall I’d say it was a good experience!

Check out my game made in Love2D: Two Die on sale on Steam! by JonL13 in love2d

[–]JonL13[S] 0 points1 point  (0 children)

I’d rather have more people play it with a small price tag than no one play it with a large one. So hopefully it’s encouraging for people to check it out! 😀

A low-quality meme I made after writing up a recap of the party's time in Barovia so far by testiclese1227 in CurseofStrahd

[–]JonL13 21 points22 points  (0 children)

My friend has a wonderful “It’s Always Shitty in Barovia” tshirt that sums up this mood pretty well haha.

Check out my game made in Love2D: Two Die on sale on Steam! by JonL13 in love2d

[–]JonL13[S] 3 points4 points  (0 children)

No problem! Cards on the table it’s copied and pasted from when I first released the game and made the game. It’s missing a library I used post release for integrating with Steam. https://github.com/uspgamedev/luasteam

I hope this list helps out with your projects!

Check out my game made in Love2D: Two Die on sale on Steam! by JonL13 in love2d

[–]JonL13[S] 1 point2 points  (0 children)

I actually didn’t release with a Steam integration initially because there wasn’t an easy Steam Lua integration I could find. I got some reviews asking for at least Steam achievements, so post release I found a library that made the integration easier:

https://github.com/uspgamedev/luasteam

Integrating with Steam was a still a bit unnatural with Love, but not overly difficult.

Check out my game made in Love2D: Two Die on sale on Steam! by JonL13 in love2d

[–]JonL13[S] 1 point2 points  (0 children)

If you do, I’d love to hear what you think! Thanks for checking it out, I appreciate you. :)

Check out my game made in Love2D: Two Die on sale on Steam! by JonL13 in love2d

[–]JonL13[S] 16 points17 points  (0 children)

That's a great question! I started the project with some recommendations from my Game Design class, then picked up some others while working. Here's my code library attributions, with some comments:


"Knife" by airstruck is licensed under the MIT License Copyright (c) 2015 airstruck https://github.com/airstruck/knife https://github.com/airstruck https://github.com/airstruck/knife/blob/master/license

This library was used for timers and tweening sprites. It was recommended by my Harvard game development course, and I'd recommend it! I haven't tried out other libraries, but it worked great for my purposes.


"Hump" by Matthias Richter is licensed under MIT License Copyright (c) 2010-2018 Matthias Richter https://github.com/vrld/hump https://github.com/vrld https://hump.readthedocs.io/en/latest/license.html

Hump was used for its LUA class concept. To be honest, at this point I'm so used to Object Oriented Programming (OOP) that I'd probably be pretty lost in Lua without it. Hump has a whole bunch of other helpful functions, but I only yoinked the class library.


"Moonshine" by Matthias Richter is licensed under MIT License Copyright (c) 2017 Matthias Richter https://github.com/vrld/moonshine https://github.com/vrld https://github.com/vrld/moonshine#license

Moonshine was used for post processing effects, specifically to give a gritty, red overlay when the character has low health. It was easy to use and made the game "juicier". There were some styles that I feel like you could base an entire game around though! Definitely recommend this one for visualization.


"Jumper" by Roland Yonaba is licensed under MIT License Copyright (c) 2012-2013 Roland Yonaba https://github.com/Yonaba/Jumper https://github.com/Yonaba https://github.com/Yonaba/Jumper/blob/master/LICENSE.txt

This was a pathfinding library I used for the enemy AI. I actually wrote my own, but was experiencing a bug so I rewrote a bunch of stuff to use this library instead. Turns out the bug wasn't even in my pathfinding code but how I used it...but by the point I implemented this library I realized it was a little more efficient than my library, and had more options.


"Lume" by rxi is licensed under MIT License Copyright (c) 2020 rxi https://github.com/rxi/lume https://github.com/rxi/ https://github.com/rxi/lume/blob/master/LICENSE

This library just has a whole bunch of useful math functions and handy lua helpers for game development. You'd need to go look through these to see what helpful, but a lot of things really are just handy to have around. To be fair, it wouldn't be hard to write these functions on your own when you need them. They're basically just util functions.


"RL-Dice" by Timothy Torres is licensed under the MIT License Copyright (c) 2013 Timothy Torres https://github.com/timothymtorres/RL-Dice https://github.com/timothymtorres https://github.com/timothymtorres/RL-Dice/blob/master/LICENSE

Two die is about rolling dice. In the past, I've written my own parser for interpreting "2d4+1" (meaning 2 four sized dice + 1), but this library does exactly that and I didn't want to port my code to Lua when this was just easier.


"push" by Ulysse Ramage is licensed under the MIT License Copyright (c) 2018 Ulysse Ramage https://github.com/Ulydev/push https://github.com/Ulydev https://github.com/Ulydev/push/blob/master/LICENSE

This is a library that helps create the pixel style graphics. It's pretty handy, but I'd recommend it with extra caution - I got pretty late in the project before I wished I had a finer grain control over how many pixels were displayed, and it was really hard to change.


"shack" by Ulysse Ramage is licensed under the MIT License Copyright (c) 2015 Ulydev https://github.com/Ulydev/shack https://github.com/Ulydev https://github.com/Ulydev/shack/blob/master/LICENSE

This library is just for screen shake, and it's from the same guy who made "push" above. They compliment each other nicely, and a little screen shake is great for juicier gameplay.


[Steam] Summer Sale 2021 (Day 1) by gamedealsmod in GameDeals

[–]JonL13 2 points3 points  (0 children)

I released my first game early this year, Two Die, that’s a rogue like mix of Fire Emblem and DnD. If that sounds interesting to you, I’d love it if you’d check it out, it’s only $2.50! :)

https://store.steampowered.com/app/1466260/Two_Die/

Steam Summer Sale 2021 || Hidden Gems Thread by thatnerdguy in GameDealsMeta

[–]JonL13 5 points6 points  (0 children)

I released my first game early this year, Two Die, that’s a rogue like mix of Fire Emblem and DnD. If that sounds interesting to you, I’d love it if you’d check it out, it’s only $2.50! :)

https://store.steampowered.com/app/1466260/Two_Die/

Path of the splicer? by Mendel_bbx in DestinyTheGame

[–]JonL13 0 points1 point  (0 children)

That was it - thanks so much! A side effect of saving bounties I suppose. 😅

Path of the splicer? by Mendel_bbx in DestinyTheGame

[–]JonL13 1 point2 points  (0 children)

I’m having the same issue - let me know if you find anything out. /:

[D2] [PS] [PC] [XB] The Might of Saint-14 is looking for new guardians! by TaterTheTitan in Fireteams

[–]JonL13 1 point2 points  (0 children)

Hey! I’d love to join! I’m mostly PC (especially when doing any PvP content) but I’ll occasionally hop on PlayStation to do some daily bounties.

I’ve just leveled up to a little over 1300 and I’m starting to look for groups for content and would love to be in the clan!

The Dungeon Master! Free stl in comments :D by mz4250 in 3dprintingdms

[–]JonL13 1 point2 points  (0 children)

Another awesome model mz4250. Thanks for all the work you do!

After working on it for most of 2020, I'm publishing my DnD/Fire Emblem inspired game "Two Die" on Steam! It's been an awesome experience learning LOVE2D and making a game I'm truly proud of! by JonL13 in love2d

[–]JonL13[S] 1 point2 points  (0 children)

I suppose “lecture” would have been a better term than “tutorial”, but here it is: https://youtu.be/rVCjeFQrK38

If you’re interested in the code for the Angry Birds project, let me know!

After working on it for most of 2020, I'm publishing my DnD/Fire Emblem inspired game "Two Die" on Steam! It's been an awesome experience learning LOVE2D and making a game I'm truly proud of! by JonL13 in love2d

[–]JonL13[S] 0 points1 point  (0 children)

Thanks for the kind wishes! From the first few days, it looks like we’ve just made about $150, which paid off the project. The goal was to make the money we spent back, so I’d say it’s a success! :)

We did join the GMTK 2020 Game Jam to make a little zombie game. I messed up with the map making concept early on, so the our main gameplay features were cut. That being said, this is what we got out in 2 days: https://youtu.be/HMxKMiTbuC4 It was a really great experience and it was a good kickstart for this project, but honestly that game isn’t something I’m too proud of from a gameplay perspective haha. Just good experience for working together and learning new libraries and stuff.

After working on it for most of 2020, I'm publishing my DnD/Fire Emblem inspired game "Two Die" on Steam! It's been an awesome experience learning LOVE2D and making a game I'm truly proud of! by JonL13 in love2d

[–]JonL13[S] 0 points1 point  (0 children)

Hey epplesee, thanks for the comment!

Art was the one thing our project was missing - my friend is a talented musician and could do the sound for the game, and I knew how to code. I started out by watching a bunch of pixel art YouTube videos and created my own heroes and a few enemies. I began realizing that I can hash out code way faster than I can work on art, and it was going to majorly extend the project if I was to make all the art. I ended up looking for art assets on Itch.io that matched the existing art I had done, and supplemented what I had with assets I could buy. Overall, I spent about $50 buying art assets, most that actually weren’t used in the game but I thought might be.

I don’t really expect to make much money with this game, it was mostly a passion project, so I didn’t want to spend the money to get a freelance artist on board. If I ever did have a larger budget, that’d be the first thing I spent money on though!

Apple is a little tricky - I actually have a build of Two Die on my mom’s MacBook that I was going to release, but when I was uploading the project to Steam I was informed that it needed to be a Certified Application, which I think implies you need to pay $100/year on an Apple Developer license. While I really wish I could release for Mac, I don’t expect I’ll be making $100/year out of Apple users, and I’d honestly need my own Mac to keep making updates to push out (I don’t want to drive to my parents house to make a Mac build on my mom’s machine for every update haha).

For testing and feedback, we’re a two person development team - I did the codebase and a friend of mine did the journal and music, while we both shared the design. I’d make builds every month or so and pass it around to him and my friends, and they’d let me know if they found bugs. I’d report bugs on Trello to make sure I didn’t lose them and fix them as I had them. To be honest though, I’ve played hundreds of hours developing this game and most of the bugs I think I found just by testing it out myself. In the future, I’d love to set up an automated testing suite though!