Homebrew [WIP] LOVE - A Visual Homebrew for Fallen Humans

XavyrrVaati

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Well. I fixed some small things, and I broke some other small things. #progress
-Good news? I discovered a LP bug. Bad news? I discovered a LP bug. Any string with 8 characters (or a multiple of 8) loses formatting and 3D depth! Yay!
-Added text scrolling(?) to intro, but figured out a better way to do it (more accurate to original), but haven't implemented it yet.
-CIA jingle is still corrupted, I can't seem to fix that.
-minor fixes that probably did absolutely nothing<3
-Core no longer crashes (probably)
DOWNLOAD: https://github.com/Xavyrr/LOVE/releases/tag/V0.06-test.2
 

XavyrrVaati

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Another build is up: [link]
-Added a workaround for the startup speed bug
-Added typing text for the intro
-Removed intro images since the intro is currently being redone (almost done actually!)
-Added intro-noise back
-Other stuff maybe? Probably.

This is a test build, so you probably don't need this. A release for V0.06 should be out soon™.
It will have the intro story completely done, with maybe some minor tweaks needed to make it closer to the original.
 

Job Moody

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Can someone compile the latest?
I will test it.
I'm using Ninjhax 2.7, or whatever the latest is.
I would be happy to test, I love Undertale.
 

Kitlith

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-Added a workaround for the startup speed bug
I think I've figured out what's up with that bug by fixing something similar in my own code. Here's what I think is happening:
  • You start the game, and LovePotion initializes.
  • 'dt' is based on the difference between the current time and the previous time. Since there hasn't been a previous time yet, it's set to 0 or so.
  • The first call to update 'dt' sets the previous time... but returns the difference between the current time and 0 (or so). This is a really large positive number.
  • There's a freak out when this speeds past everything that you so carefully timed

There's a few of ways to work around this. You could call 'love.timer.step()' at the end of your main.lua to update the dt to a sane value before starting stuff. You could ignore the first call to your 'love.update()' function. Or you could get someone to actually fix this in the project you're using. Pretty sure it's one line ro call 'love.timer.step()' that needs to be added. I'll see if I can get a patch in somewhere.
 
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XavyrrVaati

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Thanks to @Kitlith for fixing the deltatime bug in LovePotion!

New build out: V0.07
TL;DR Changlog
-intro rewritten
-doesn't crash probably
-more 3D art!
-more useless crap fixed/broken<3
Look at github for more changelog maybe!
 

XavyrrVaati

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Okay, after taking a break because rekt is g8 m8:
[V0.08] is out now. You can now walk around a room! IT LITERALLY SERVES NO PURPOSE YET<3
But really, I added collision code and everything, so look forward to exploring Toriel's house or something similar soon™.

P.S. The D-Pad Right doesn't work (LovePotion bug), so press Y if you want to move right. :'v Hopefully that gets fixed soonish. I looked at it but that kind of code melts my brain. (So does this code kek)
 

Boured

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*Seeing this wonderful homebrew fills you with Detemmienation.........hOI!

Anyway I will definitely try it when I can, good job ^^
 
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XavyrrVaati

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Any screenshots available?
b739014d6d.jpg

b92d7c3eb9.png
I don't really have many on hand, since it kinda just looks like Undertale lol.
 
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CeeDee

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Replaying this a bit...

- The ZZ by the Toriel-sleeping sprite on the menu are a bit messed up.
- The walking speed is a bit off
- The up/down walking animations seem off but I'm not sure why
- In UNDERTALE, if you press left than up, it keeps the left walking sprites while walking diagonally up-left. In LOVE, pressing left then up will have you walk diagonally up-left with up walking sprites.
- The walking diagonally animation feels a bit... sharp.
 
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XavyrrVaati

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Replaying this a bit...

- The ZZ by the Toriel-sleeping sprite on the menu are a bit messed up.
I was lazy :'v
- The walking speed is a bit off
I noticed, it's hard to nail it honestly. (currently 1px/frame iirc)
- The up/down walking animations seem off but I'm not sure why
I feel like it's missing a sprite? But I'm fairly sure it's not.
- In UNDERTALE, if you press left than up, it keeps the left walking sprites while walking diagonally up-left. In LOVE, pressing left then up will have you walk diagonally up-left with up walking sprites.
Literally lazy programming. I'll get around to fixing it lol, the code was super simple but not dynamic lol.
- The walking diagonally animation feels a bit... sharp.
Diagonal movement is rough atm because when you would move diagonally, your total speed has to stay the same, lazy programming here would be that you just add the horizontal and vertical speed on top of each other. This makes the player move twice as fast diagonally than they do just horizontal or just vertical. That makes zero sense from a physics perspective. Therefore you would halve both the horizontal and vertical speed to make the total speed the same, however with pixel perfect things, half-pixel coordinates don't look very good, so when you move, you move at a fraction of the normal frames, though this is limited afaik to a speed of odd numbers, but worse with 1 px/unit of time.
 

XavyrrVaati

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[V0.09] is out!

Try this QR code with FBI and tell me if it works :'v

chart


Changelog:
-Multi room support
-added broken hallway (total of two whole rooms! wow!)
-redid object coordinates for collision
-fixed collision stuff
-room fade transition
-fixed diagonal movement
-probaby some bugs fixed hopefully
-tiny easter-egg

(tl;dr you still do pretty much nothing<3)
 

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