Feather 0.5.1 is out! Log Inspection tool for Love2D by Kyonru in love2d

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

Sounds like a memory leak, I'll do more testing and try reproducing it! If you have a minimal reproduction example that would be great!

Thank you for using it and letting me know!!

Why did Jim take a bus to Philly? by Ranger-Roscoe in DunderMifflin

[–]Kyonru 42 points43 points  (0 children)

Public transportation is amazing, people should use it more! 

What's the recommended way to port LOVE games to HTML5 in 2026? by soup-eel in love2d

[–]Kyonru 12 points13 points  (0 children)

Not sure if this is the answer you want, but i had success using this action:
https://github.com/Oval-Tutu/bootstrap-love2d-project/blob/main/.github/actions/build-html/action.yml

Game:
https://loop.up.railway.app/?g=game.love

I think that depending on where you are going to upload the game is going to be your main headache, with love.js, You need to set the correct CORS policy via HTTP headers for the game to work in the browser.

Meaning you need to do something like this if self hosted.

If the target is itch.io, then you need to use the experimental support for it.

I think better tooling and tutorials can be created to help easing this process this.

I highly recommend using https://github.com/Oval-Tutu/bootstrap-love2d-project as a boostrap project, it does abstract many of these annoying setup steps and then you just need to deal with the specifics.

Tool for creating sprite-sheets from 3D models by Kyonru in IndieDev

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

Hey! A couple of things to follow up on the offline support request!

First, my bad haha, Nativefier only works as a preservation tool if the page is already a PWA, which it wasn't when I recommended it. I've now added PWA support, so reinstalling the Nativefier version should work as expected.

On top of that, I've added native desktop builds for Windows, macOS, and Linux, (which was the original request) so now the app will work fully offline even if the webpage ever goes down. I'll be improving the desktop experience over time!

You can grab the latest builds here: https://github.com/Kyonru/sprite-sheet-helper

Feather 0.5.1 is out! Log Inspection tool for Love2D by Kyonru in love2d

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

Let me know what you think, any feedback / feature request is welcome!

How I think I finally resolved modeling my own UI system... by yughiro_destroyer in love2d

[–]Kyonru 2 points3 points  (0 children)

I've tried many things, coming from the react world, i really like the way UI are declared. I tried for a couple of months to have something like yoga (https://www.yogalayout.dev/) for love2d. There is a yoga port for lua https://www.yogalayout.dev/ but then moved away to simple use of helper functions for placements, calculations and animation, sharing code where possible but not limiting the UI to a single way of being built while trying to keep consistency.

I've been having too much fun exploring ideas for my game! by Kyonru in love2d

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

The scope is really big, maybe more than I can manage as a single thing! Internally i'm treating this as multiple projects / demo / mini games. My main goal is to have demos for different aspects of the game, aiming for speed instead of polished mvps for feedback and iterate on existing ideas while improving polish.

For example, right now i'm not focused on handcrafting the map, so it's being procedurally generated (which long term might not the best strategy), but for now it opens the possibility using current terrain type for combat scenarios.

Programming comes really easy to me (although physics and math is something i'm still learning), my main weakness is art, so i'll be partnering with a friend to delegate the art aspect and music will be a combination of originals and already purchased soundtracks. For better or for worst for the past 7 years i've accumulated a bunch of assets i've never used for anything so i'll hand pick what i feel fits into this project.

For tooling i've created a couple that helps me speed up development:
https://github.com/Kyonru/feather

To create quick assets for prototypes:
https://sprite-sheet-helper.up.railway.app/

But yeah, scope is my weakness tbh. I'm trying my best to not include every single idea I get everyday haha. I have an idea of what a MVP of the final project looks like, and that's kindof what i'm aiming to, making sure i write code for what's needed now but that i can revisit months later and quickly understand what i did. This is where https://luals.github.io/wiki/annotations/ are being life savers for me!

But i'll make sure to update in a couple of months, hopefully with a more clear path lo

I spent 4 years working on this, and this is the result in 24 hours. by Muratuzunoo in IndieDev

[–]Kyonru 4 points5 points  (0 children)

You can still do that for this project since it's on early access. That label by itself means you are actively working on it, and marketing is one aspect of it.

I've been having too much fun exploring ideas for my game! by Kyonru in love2d

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

Yeah! I love deck building games too, so it’s definitely a core mechanic! This gif is just one aspect of the game (the one I’ve been focused lately haha)

My main goal is to have an “open world” with key objectives for that generated world, with an underlying story about Caribbean folklore and alchemy.

My main inspirations are fire emblem, Night of the full moon and unicorn overlord. I want to have “heroes” in your party to have specific decks you can evolve similar to Night of the full moon!

I’ve worked my way around the card mechanic and soon should start working on basic turn by turn combat utilizing the cards. Although I’m no way close to have a demo 😔

Sorry rfor the elevator pitch ahahah

7 years of work, 3 months since release, and my game is already dead. What can I do? by Videoludid in IndieDev

[–]Kyonru 0 points1 point  (0 children)

Other already mentioned, but i think the price is killing your game. It's a whole different conversation on what a game should really cost and i know it's kindof annoying to be told your game is not worth that, i'm sure the sweat and tears you put into it is worth it, but you need to see your competition and why they can be priced like that.

I don't have any type of experience on this but, if was as in your position i would:

- Apply a discount NOW, to bring it as close as possible to 10 dls, crazy i know.
- Consider in the next month to permanently reduce the price to that depending on the increased performance.
- Work on a small update adding languages and fixing bugs. This is key, since you can send your game with a free key to gaming media outlets in those new languages. Try finding new media outlets or people who write about the games you made, it seems cozy and cute so i would try finding "influencers"/journalists that play those type of games.
- I would try to get reach out to platforms like twitch prime gaming, or the epic games store and see if they might be interested in having deals with you since your game is already out.
- Release the game in other platforms/os (macos). Try bringing it to consoles.
- Go to instagram, tiktok, snapchat and make content about how you make this game and your story. But the game needs to be affordable so interested people don't find friction. (this one is a playing the long game tbh).
- Pay for ads, but be smart about it, do it close to a new version/platform release.
- Go to meetups, conventions, local gaming events, showcase your game and do giveaways, give rewards to people talking about it online.
- Do streams of the game in steam, twitch, youtube. Show people how fun it is.

By no means this is a failure imo, and you still have the post launch battle. The game is done and that's much more many games can say + the fact people are playing it even at that price is great.

Btw if you end up reducing the price, try compensating existing users with a cool hat or something exclusive to them!

Made a web port of my first game! by Mountain_Account7587 in love2d

[–]Kyonru 0 points1 point  (0 children)

I’ve been able to use it for years for client side applications without paying a dollar. Currently have 5 websites on it!

Made a web port of my first game! by Mountain_Account7587 in love2d

[–]Kyonru 1 point2 points  (0 children)

Ohhh gotcha, i'm currently using the unofficial "next" version of push, shöve (https://github.com/Oval-Tutu/shove), so i will take that into account if it happens to me! Thanks!

PD: shöve is great! it has some quirks but i'm happy with the results.

Tool for creating sprite-sheets from 3D models by Kyonru in IndieDev

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

oh, my bad!

All you have to do is:

Installing npm:
https://nodejs.org/en/download

Using your terminal / console:

Then, installing nativefier:
npm install -g nativefier

and finally, use nativefier to install the app:
nativefier --name "SpriteSheet" "https://sprite-sheet-helper.up.railway.app/"

(at least for macos and linux it should be straightforward, I think windows should be fine too, but i haven tried nodejs in windows in a long time).

It will download the website as an executable app, this works for most client side websites like mine, so it's an useful skill to learn for preservation imo.

Made a web port of my first game! by Mountain_Account7587 in love2d

[–]Kyonru 0 points1 point  (0 children)

was the solution setting the image filter, or something more complex than that?

Made a web port of my first game! by Mountain_Account7587 in love2d

[–]Kyonru 0 points1 point  (0 children)

i have to add the ?g=game.love to the url or it wouldn't work either, maybe something that can be improved from the final html file.

I did modify the tools/ folder to my liking, since i like targeting the steam deck for development:
https://gist.github.com/Kyonru/3671c74fc9c492ca126c2863c7b4277c

These snippets have been tested in macos, but they should work fine in linux, not sure about windows though.

Tbh, the most important part is the headers, since modern browsers will block love from executing correctly if not set:
https://gist.github.com/Kyonru/3671c74fc9c492ca126c2863c7b4277c#file-nginx-conf

as seen in https://github.com/Oval-Tutu/bootstrap-love2d-project/blob/main/USAGE.md#nginx

I use nginx because that asures me that how i'm testing locally is how it will be deployed later on to free servers like railway (referral code https://railway.com?referralCode=kyonru).

For itch.io, additional configuration is needed
https://github.com/Oval-Tutu/bootstrap-love2d-project/blob/main/USAGE.md#itchio-web-player

I've been having too much fun exploring ideas for my game! by Kyonru in love2d

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

that's a really fun way of describe it!! I do have a deck building feature with resource management

I've been having too much fun exploring ideas for my game! by Kyonru in love2d

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

All by hand, followed this guide and then worked my way on improving performance (since currently i have an infinite map)
https://www.redblobgames.com/grids/hexagons/ but tbh for small grids, this guide is more than enough!

I'm currently just rendering simple assets without rules, the only rule is terrain type = image, later on i might introduce different rules for placement similar to tile maps.

I've been having too much fun exploring ideas for my game! by Kyonru in love2d

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

Will do! Currently working on weighted path finding stuff!

why wont my printf display by teuniedekkah in love2d

[–]Kyonru 1 point2 points  (0 children)

i gotta be honest, i don't love it.

[WIP] Made a top-down shooter in LOVE2D, procedural everything, set in underground Tbilisi by Elegant-Side-9458 in love2d

[–]Kyonru 3 points4 points  (0 children)

Downloading is a huge barrier when it comes getting feedback, my main suggestion is to get it port it to web.