Chemin is a puzzle game with 100 levels designed entirely by hand. To win just find the right path to the exit. Easier said than done because you can move only a certain number of boxes in a certain direction
https://play.google.com/store/apps/details?id=com.samsoft.games.Chemin
https://www.youtube.com/watch?v=rjScls8LmRg&t=7s
rob
January 16, 2019, 4:36pm
2
Congrats! Nice looking game.
Rob
Thanks a lot Rob!
And thanks again because you have help me a lot as moderator of this forum
Sam
Nice work! played for a bit, had some fun - gave you a good review.
It looks really nice, Sam
Really like the simplicity in the graphics. Will download it later today and try on my Android.
Thanks steinovehelset! In fact, there is no bitmap in the game. It uses only glyphs of fonts and rectangles to draw the game.
Oh that’s awesome!
Downloaded it and played for a while. It was really cool I even left a 5-star review for you on Google Play.
The help text on top of the screen. How did you create them? It looks like you have managed to add line-height? When I insert multiline-text to my games it doesnt look any good.
As reward of your 5-star review, here my lib to compute the size of a text
Well, this is not really my lib cause I found the trick somewhere in this forum.
Unfortunately I can’t remember who is the real author
----------------------------------------------------------------------------------------- -- -- textHelper.lua -- ----------------------------------------------------------------------------------------- local module = {} module.getTextDimension = function(options) local txt=options.text options.text=" " local tempRow = display.newText(options) local rowHeight = tempRow.height options.text=txt local tempText = display.newText(options) local h=tempText.height local w=tempText.width local numRows = math.floor(h/rowHeight) tempText:removeSelf() tempRow:removeSelf() -- return a table with the number of rows & pixel height return {numRows=numRows, height=h, width = w} end return module
here an example of how you should used :
local options = { parent = group, text = text, fontSize = fontSizeText, font = self.fontText, align = center, x = screen.width \* 0.20, y = 0, width = screen.width \* 0.60 } local textInfo = textHelper.getTextRowsHeight(options) local tb = display.newText( options ) tb:setFillColor(unpack(self.white)) tb.anchorX = 0 tb.anchorY = 0 tb.y = screen.height / 2 - textInfo.height \* 1.25
Thanks, Sam!
But I can’t see that this will help me with line-height/space between the text-lines?
Maybe I just need to customize the font and export it.
Sorry Stein, I misread the question. Yes, the space between lines is effectively done by the font I used.
No problem, Sam!
I guess I just need to change my font
rob
January 16, 2019, 4:36pm
13
Congrats! Nice looking game.
Rob
Thanks a lot Rob!
And thanks again because you have help me a lot as moderator of this forum
Sam
Nice work! played for a bit, had some fun - gave you a good review.
It looks really nice, Sam
Really like the simplicity in the graphics. Will download it later today and try on my Android.
Thanks steinovehelset! In fact, there is no bitmap in the game. It uses only glyphs of fonts and rectangles to draw the game.
Oh that’s awesome!
Downloaded it and played for a while. It was really cool I even left a 5-star review for you on Google Play.
The help text on top of the screen. How did you create them? It looks like you have managed to add line-height? When I insert multiline-text to my games it doesnt look any good.
As reward of your 5-star review, here my lib to compute the size of a text
Well, this is not really my lib cause I found the trick somewhere in this forum.
Unfortunately I can’t remember who is the real author
----------------------------------------------------------------------------------------- -- -- textHelper.lua -- ----------------------------------------------------------------------------------------- local module = {} module.getTextDimension = function(options) local txt=options.text options.text=" " local tempRow = display.newText(options) local rowHeight = tempRow.height options.text=txt local tempText = display.newText(options) local h=tempText.height local w=tempText.width local numRows = math.floor(h/rowHeight) tempText:removeSelf() tempRow:removeSelf() -- return a table with the number of rows & pixel height return {numRows=numRows, height=h, width = w} end return module
here an example of how you should used :
local options = { parent = group, text = text, fontSize = fontSizeText, font = self.fontText, align = center, x = screen.width \* 0.20, y = 0, width = screen.width \* 0.60 } local textInfo = textHelper.getTextRowsHeight(options) local tb = display.newText( options ) tb:setFillColor(unpack(self.white)) tb.anchorX = 0 tb.anchorY = 0 tb.y = screen.height / 2 - textInfo.height \* 1.25