Streaming game development: https://www.twitch.tv/stabyourself Image

Minigame Simulator 0.3 (Major Update!)

Feel free to showcase your own projects!
HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 20 Aug 2014, 13:34

(Copied from LÖVE forums' thread)

Hello! So, I've started working on this minigame simulator a LONG time ago, but I actually just started it (but never finished). Recently, I decided to take some time to return to it, and improved a lot of things for it. It is far from finished, but it is playable already.

The main point of this simulator is to have multiple minigames in a single game AND to let people add in their own games or download someone else's games, as well as let them play on custom-made simulator skins, so they feel like playing with any "console" they like!

The games currently present by default are Snake and Tetris, as well as a "tech-demo" 3D-ish cube by alesan99, but you can install and play any game made for this, or follow the guides to make your own minigame (requires some knowledge of Lua and LÖVE).

Image Image

If you have any questions about how to make minigames for this, just check out "Reference.lua" inside the .love file. For making custom skin sets, check out "Sets.lua".

I'll try to keep updating it based on my To-Do list, or just by adding new games/sets. So if you have any problems or suggestions, just let me know :)

Code: Select all

 Version 0.3
 Changelog:
  - Fixed several bugs;
  - Rewrote sets loading system;
  - Improved game controls;
  - Added several new minigame functions;
  - Added custom settings loading for sets;
  - Added customizable buttons for sets;
  - Added multiple screens support;
  - Added new drawing functions;
  - Added pixel blending for transparency;
  - Fixed several bugs with Snake;
  - Converted to LÖVE 0.10.1;
  - Improved default game set;
  - Added lots of new game and sets functions;
  - Added game "Tetris";
  - Added demo "3D Cube" by alesan99;
  - Added a game selection menu;
  - Added a new game set: "Scribble";
  - Rewrote data loading/saving system;
  - Improved game loading;
  - Removed game speed as default on update.
-----------------------------------------------
Version 0.2
 Changelog:
  - Added pause;
  - Added settings;
  - Custom settings per game;
  - Custom skin and minigame colors;
  - Added scores and highscores;
  - Converted to LÖVE 0.9.1.
-----------------------------------------------
 Version 0.1
 Changelog:
  - Started project.


Minigame Simulator v0.3
Last edited by HugoBDesigner on 08 Sep 2016, 02:24, edited 1 time in total.

Wary
User avatar
Posts: 638
Joined: 03 Jun 2012, 14:30
Reputation: 57

Post » 20 Aug 2014, 13:48

Nice...

It's just, when you will offer the option to include custom minigames?

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 20 Aug 2014, 13:51

They're technically already possible, but you just can't select them. In the next version the game selection menu will (hopefully) be done, so you'll be able to play other games :)

Sergione
Posts: 217
Joined: 07 May 2014, 16:02
Reputation: 4
Contact:

Post » 20 Aug 2014, 15:04

This is too good to be true! :3

I don't see that leaving the editor of minigames!!!!!!

As usual, an excellent job Hugo! ;)

alesan99
User avatar
Posts: 1663
Joined: 30 May 2013, 21:42
Reputation: 302
Contact:

Post » 21 Aug 2014, 04:31

Looks really cool :D.
I'll make a game for its once I have time.

alesan99
User avatar
Posts: 1663
Joined: 30 May 2013, 21:42
Reputation: 302
Contact:

Post » 22 Aug 2014, 22:39

Sorry for the double post but I made a 3d cube.
It's not really a game but I wanted to test the program out.

https://www.dropbox.com/s/rhejgzows3wnp5d/cube.lua

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 23 Aug 2014, 14:26

Wow, that looks nice! You made it looking decently cool on such a simple "framework".

In other news, I'm gonna update this minigame soon, since I've got a lot of new features for it:

Image Image

But I'll take the weekend off, so I'll only do so on Monday :)

Wary
User avatar
Posts: 638
Joined: 03 Jun 2012, 14:30
Reputation: 57

Post » 25 Aug 2014, 14:57

HugoBDesigner wrote:Wow, that looks nice! You made it looking decently cool on such a simple "framework".

In other news, I'm gonna update this minigame soon, since I've got a lot of new features for it:

But I'll take the weekend off, so I'll only do so on Monday :)


If it's not in 0.9.0 I'm going to kill you

Joke

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 25 Aug 2014, 17:02

Guess what? It's not! MUAHAHAHAHAHAHA...

I want to make it work on 0.9.0 as well, don't worry

alesan99
User avatar
Posts: 1663
Joined: 30 May 2013, 21:42
Reputation: 302
Contact:

Post » 26 Aug 2014, 00:45

It took me less than 5 minutes to convert it to 0.9.0.

I think all you have to do is change filesystem.enumerate to filesystem.getDirectoryItems and change graphics.drawq to graphics.draw.

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 26 Aug 2014, 01:12

I know, I was planning to do it this way already. I just didn't do it yet because... guess what? ANOTHER project. This one is very small and won't take much to be finished. It's not very important, so I won't even share it here or anything...

Wary
User avatar
Posts: 638
Joined: 03 Jun 2012, 14:30
Reputation: 57

Post » 26 Aug 2014, 14:43

HugoBDesigner wrote:I know, I was planning to do it this way already. I just didn't do it yet because... guess what? ANOTHER project. This one is very small and won't take much to be finished. It's not very important, so I won't even share it here or anything...


Implying that remplacing values is harder than working on another project.

Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 30 Aug 2014, 05:49

Will there be an option to use the keyboard as controls for your minigames? Because, if possible, I would do a demake of Surgeon Simulator.

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 30 Aug 2014, 06:11

It is already possible. You can use either mouse or keyboard. But I doubt a Surgeon Simulator would work on this, since it is a monochromatic 32x32 pixels screen and only 5 game-related buttons...

Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 30 Aug 2014, 10:37

HugoBDesigner wrote:It is already possible. You can use either mouse or keyboard. But I doubt a Surgeon Simulator would work on this, since it is a monochromatic 32x32 pixels screen and only 5 game-related buttons...

I could just use 1 button to close the hand, one to lower and one to raise.

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 08 Sep 2016, 02:25

Time to bump a two-years-old thread. Oh no! I'm gonna get murdered!

Jokes aside, despite a loooong time having passed, I updated this Minigame Simulator!

Check out the main post for all the big changes, or the LÖVE Thread (I just basically copied the main post from there to here anyways :P)

QwertymanO07
User avatar
Posts: 1318
Joined: 05 Oct 2012, 07:58
Reputation: 377
Contact:

Post » 08 Sep 2016, 03:08

Can I try making a skin for it?

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 08 Sep 2016, 04:11

I'd really appreciate that! Sure, go ahead!

You'll probably want to take a look at the source for that, though. You can both check the default skin as well as the reference guide on Sets.lua, and if you want to make a custom screen (requires coding), check out the "Drawing" functions on Reference.lua

OrbitalBlueprint
User avatar
Posts: 600
Joined: 08 Sep 2013, 20:11
Reputation: 309
Contact:

Post » 09 Sep 2016, 16:26

Image

QwertymanO07
User avatar
Posts: 1318
Joined: 05 Oct 2012, 07:58
Reputation: 377
Contact:

Post » 11 Sep 2016, 19:00

I've finished it, except that I couldn't get custom buttons to do anything. I call it "Tachyon".
Image

Download

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 11 Sep 2016, 21:58

Oh wow, that looks pretty great! Nice job, Qwerty!

Unfortunately, custom buttons only work if the game has support for them. But I'll probably tweak that in the next version, to make sure that the user can add some custom code to add some functionality to them. On the topic of updates, I could probably also change my code for custom button shapes (which is completely untested and probably doesn't even work for any shape other than circles). I could maybe add some "pixel detection", so that pretty much any custom shape works depending on the sprite.

But now I'm curious: what did you intend the tiny button to do?

EDIT: If you don't mind, I'm adding your skin to the next version. I mean, the more the merrier :D

QwertymanO07
User avatar
Posts: 1318
Joined: 05 Oct 2012, 07:58
Reputation: 377
Contact:

Post » 11 Sep 2016, 22:12

The tiny button was meant to meant to be a "Power" button that closes the window if you press it. It might work better if you have to hold it down for a bit, though, just so that people don't accidentally turn the game off. Originally, it was just going to be part of the overlay, but then I saw the custom buttons thing, and thought "Why not?".

EDIT: And another thing: can you make Snake have infinite lives? They don't really seem to do anything, since you can just re-select the same level if you run out.

espioner
User avatar
Posts: 117
Joined: 09 May 2015, 01:10
Reputation: 16
Contact:

Post » 11 Sep 2016, 23:57

HEY AWESOME YEAH

PLEASE ADD ONE VERSION MARIO

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 673
Contact:

Post » 12 Sep 2016, 01:15

Dunno how that would even work, but I'm not making any skins anymore, the only thing I'll make is games, and only a couple more. I want people to actually make skins and games for it, cuz that's been my intention all along.

On topic: working on an update that lets custom buttons have custom functions. Also planning on adding an "easy-installing" thing for custom skins and games: just dragging and dropping them on the screen.

EDIT/BUMP: An update! Added custom shapes and custom code support for buttons! @Qwerty, this is what your code looks like now:
Image

I even took the liberty of adding the timer code to make sure the player holds that button ;)


Actual update of the program will take place later, I'll try and add a few more things beforehand


Return to “Game development”

Who is online

Users browsing this forum: No registered users and 1 guest