Kwyll - Tutorial 1 - Logic
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- Опубликовано: 6 сен 2024
- A first deep dive into the features of Kwyll, starting with the most complex of course, the game logic. In this video, I walk through creating a basic platformer-style player controller.
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That was great and I'm sure I'll watch it over and over as I tinker with Kwyll. (just joined your kofi and discord. thanks for having me)
Great tutorial!!
This is looking better and better and what a great tutorial. Hope you don't mind me asking some questions but:- 1 is there a node limit when creating the logic for a game? , 2 can we import sprites if they were made on something else? 3 would you consider giving us an option down the line to import music for our games? like AY music files or beepola music files? think the latest agdx does this with rather mixed results.
Thanks, of course, questions always welcome.
1. Of course, there will be a limit, it depends on lots of factors. RIght now I'm not sure quite how I'm going to address that in terms of communication, right now, if the amount of memory available is exceeded I suspect the compile will fail, something to explore.
2. At the moment, no, but I do plan to add that as a feature, along with lots of new features in the sprite editor itself. The plan is that if you choose to, all tools should be included in Kwyll to allow you to make a game with nothing but Kwyll, but if you have a preferred sprite editor then I'll do what I can to support importing content.
3. Again, as with question 2, I do indeed intend to do something with music and sound, not yet decided what. I'll definitely have some sort of basic music and sound editing capability built in, and again will do what I can to support importing from external tools where I can.
@@indigobeetle Thanks for the answers, I appreciate it.