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Minigame Simulator 0.3 (Major Update!)

Posted: 20 Aug 2014, 13:34
by HugoBDesigner
(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

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 20 Aug 2014, 13:48
by Wary
Nice...

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

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 20 Aug 2014, 13:51
by HugoBDesigner
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 :)

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 20 Aug 2014, 15:04
by Sergione
This is too good to be true! :3

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

As usual, an excellent job Hugo! ;)

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 21 Aug 2014, 04:31
by alesan99
Looks really cool :D.
I'll make a game for its once I have time.

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 22 Aug 2014, 22:39
by alesan99
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

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 23 Aug 2014, 14:26
by HugoBDesigner
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 :)

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 25 Aug 2014, 14:57
by Wary
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

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 25 Aug 2014, 17:02
by HugoBDesigner
Guess what? It's not! MUAHAHAHAHAHAHA...

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

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 26 Aug 2014, 00:45
by alesan99
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.

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 26 Aug 2014, 01:12
by HugoBDesigner
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...

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 26 Aug 2014, 14:43
by Wary
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.

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 30 Aug 2014, 05:49
by Villager103
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.

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 30 Aug 2014, 06:11
by HugoBDesigner
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...

Re: Minigame Simulator 0.1 (Make your own minigame!)

Posted: 30 Aug 2014, 10:37
by Villager103
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.

Re: Minigame Simulator 0.3 (Major Update!)

Posted: 08 Sep 2016, 02:25
by HugoBDesigner
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)

Re: Minigame Simulator 0.3 (Major Update!)

Posted: 08 Sep 2016, 03:08
by Qwerbey
Can I try making a skin for it?

Re: Minigame Simulator 0.3 (Major Update!)

Posted: 08 Sep 2016, 04:11
by HugoBDesigner
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

Re: Minigame Simulator 0.3 (Major Update!)

Posted: 09 Sep 2016, 16:26
by OrbitalBlueprint
...

Re: Minigame Simulator 0.3 (Major Update!)

Posted: 11 Sep 2016, 19:00
by Qwerbey
I've finished it, except that I couldn't get custom buttons to do anything. I call it "Tachyon".
Image

Download

Re: Minigame Simulator 0.3 (Major Update!)

Posted: 11 Sep 2016, 21:58
by HugoBDesigner
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

Re: Minigame Simulator 0.3 (Major Update!)

Posted: 11 Sep 2016, 22:12
by Qwerbey
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.

Re: Minigame Simulator 0.3 (Major Update!)

Posted: 11 Sep 2016, 23:57
by espioner
HEY AWESOME YEAH

PLEASE ADD ONE VERSION MARIO

Re: Minigame Simulator 0.3 (Major Update!)

Posted: 12 Sep 2016, 01:15
by HugoBDesigner
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