Win32 build of LD Jam for those who are interested

I did both an OSX and Win32 build of our Ludum Jam Game entry 1-800-Monsters

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=40011

screenshot1.png

I’m sold from the trailer. Any specific challenges from using Corona?

We left about 4 hours to do builds and testing and we needed about 4 more :slight_smile:

Here are the things that tripped us up in the build/dev:

  1. It’s always a little black magic to get build.settings and config.lua working in a new screen size and it took a while to find the right settings that worked well on Mac Retina that didn’t mess up everything else.

  2. I used a Logitech controller on Mac as a Joystick support, but for some reason it didn’t work on a PC w/ an xbox 360 controller

  3. I used os.exit() instead of native.requestExit() and that caused some issues with re-building

  4. One of our PNG files was really a PSD file named PNG, so it looked fine on Mac, but was an issue on windows…

5) I had to write a new menu system that used arrow keys / joystick / buttons to select options, but that was something I had wanted to do for a while. I will be sure to open source that and post it to GitHub :slight_smile:

  1. Z-ordering in a forced perspective game was hard to do. Sorting a table of display objects by y-coordinates and then looping thru them with :toBack() seemed like a hack…

Other than that all the tools we normally use for mobile ported over well.

I think it turned out well :slight_smile:

Looks cool, and you can be assured of a “From the Forum” spot when you do up #5. You’d save a bunch of us a handful of hours with that right there!

  1. One of our PNG files was really a PSD file named PNG, so it looked fine on Mac, but was an issue on windows…

:blink: What the hell?

@Michael W.: Yeah… Maybe it’s because I have photoshop, but you can load PSDs named .PNG into the Mac Sim and they just work.

I’ve had a few times where I’ve been… where is that image? and I notice that a 64x64 PNG is like 300k…

Oh well :slight_smile:

You can export to from Photoshop to a .png file. Why are you using a renamed .psd file?

By accident. If you overwrite a PNG file but forget to pull down the option to save to a PNG it will save it as a PSD just named PNG…

It’s just hard to figure out that you did it because the OSX sim doesn’t care, but devices and windows do.

I save out a lot of my photos as .jpg’s but Photoshop is saving a PSD but gives it a .jpg extension.

Rob

I’m sold from the trailer. Any specific challenges from using Corona?

We left about 4 hours to do builds and testing and we needed about 4 more :slight_smile:

Here are the things that tripped us up in the build/dev:

  1. It’s always a little black magic to get build.settings and config.lua working in a new screen size and it took a while to find the right settings that worked well on Mac Retina that didn’t mess up everything else.

  2. I used a Logitech controller on Mac as a Joystick support, but for some reason it didn’t work on a PC w/ an xbox 360 controller

  3. I used os.exit() instead of native.requestExit() and that caused some issues with re-building

  4. One of our PNG files was really a PSD file named PNG, so it looked fine on Mac, but was an issue on windows…

5) I had to write a new menu system that used arrow keys / joystick / buttons to select options, but that was something I had wanted to do for a while. I will be sure to open source that and post it to GitHub :slight_smile:

  1. Z-ordering in a forced perspective game was hard to do. Sorting a table of display objects by y-coordinates and then looping thru them with :toBack() seemed like a hack…

Other than that all the tools we normally use for mobile ported over well.

I think it turned out well :slight_smile:

Looks cool, and you can be assured of a “From the Forum” spot when you do up #5. You’d save a bunch of us a handful of hours with that right there!

  1. One of our PNG files was really a PSD file named PNG, so it looked fine on Mac, but was an issue on windows…

:blink: What the hell?

@Michael W.: Yeah… Maybe it’s because I have photoshop, but you can load PSDs named .PNG into the Mac Sim and they just work.

I’ve had a few times where I’ve been… where is that image? and I notice that a 64x64 PNG is like 300k…

Oh well :slight_smile:

You can export to from Photoshop to a .png file. Why are you using a renamed .psd file?

By accident. If you overwrite a PNG file but forget to pull down the option to save to a PNG it will save it as a PSD just named PNG…

It’s just hard to figure out that you did it because the OSX sim doesn’t care, but devices and windows do.

I save out a lot of my photos as .jpg’s but Photoshop is saving a PSD but gives it a .jpg extension.

Rob