While I’m not posting about Devtober every day, I’m working every day (at least a little) on getting a platformer library available for Solar2D.
Honestly, I’m very far behind where I expected to be — I’m still working on getting up to speed with the PonyTiled tiling engine which is giving me fits. I *know* it works because I’ve seen Michael, the guy who wrote it, use it for games. And while there’s some documentation, it’s a tad sparse for someone coming at it cold. (Me = cold.)
I’ve gotten it to work for simple maps/levels, but there are some “weird things” happening when I try to include physics objects in the map.
Over the weekend I flipped over to a game I started back in 2013 which used the Lime tiling engine and got it up and running and gave some thought to working on Lime and bringing it up to date. But the next day I decided it probably makes more sense to get PonyTiled working and then add the things I like about Lime. Both are MIT-licensed open-source, but Lime hasn’t been touched since 2013 — and I think even back then it needed support for culling tiles and stuff to make it faster.
So PonyTiled it is — I’m going to post a “help me!” on the Solar2D forum and maybe someone else has run into the problem I’m seeing and can point me to a solution.
My plan is to figure it out, and then expand the PonyTiled documentation to include the things I discover.
And then create a set of tutorial videos for people who like instruction visually. (You know me and tutorial videos!)