This is exciting! Would the Linux distro be usable if I used it on a Raspberry Pi,or an Xteink? I'm really interested in working on a physical writer deck at some point, and I'd love to use ManaWriter as the main tool.
fullmetalashley
Creator of
Recent community posts
Thank you, I really appreciate you looking into this! I have one chapter called "Test Chapter", where I was just trying to see if I could switch to other chapters. I also have one called "In Which Lyre Talks".
I did a few things this morning after you mentioned the zip archive and extraction. When I had first extracted from the Zip, it was in my downloads folder. I tested it, then moved the unzipped folder to my documents. After that, I started having the issue.
So today I deleted the one that existed in documents, moved the zip to documents, and unzipped it there before using it. And now it seems to be working between sessions with no errors!
I'm not a lua person but I do program in C# quite a bit, so I'm wondering if it had just associated the directory with my downloads folder since I ran it / saved a project there first, and couldn't find it once I'd moved it.
Either way, it looks like it's working just fine now! It's not too much of a word loss and I should've saved it in the right spot in the first place. But thank you so much for following up on this one!
I did get an error earlier when I was trying to write:
Error
engine/projects.lua:91: attempt to concatenate local 'file' (a nil value)
Traceback
[love "callbacks.lua"]:228: in function 'handler'
engine/projects.lua:91: in function 'loadFile'
engine/projects.lua:65: in function 'getFileSummary'
engine/states/fileSelect.lua:65: in function 'draw'
engine/states.lua:56: in function 'draw'
engine/init.lua:54: in function 'draw'
main.lua:42: in function 'draw'
[love "callbacks.lua"]:168: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'
I had spent some time writing earlier today, but when I tried to open my current project, it shows 0 chapters and 0 words. If I select "Open another project", I can see my project, with 1 chapter, and 106 words. But then if I open it to edit, there aren't any words at all. If I try to edit a different chapter, I get that Lua error.I just got this today and I've been having so much fun, but if I've already lost a small bit of what I worked on, it's going to be hard to keep working on projects. :[
Thank you so much for playing it!! There is a point to pooping; it takes the human the longest to clean up poop, so it's useful more in concept than in actual practice, haha. The game definitely turned out easier than we thought it would be, but we ended up okay with that because it's just fun to run around as a chubby dog. Those are great ideas if we ever wanted to push it to a longer version, thanks so much for your suggestions!
I finally, freaking finally, finished my first tile set. I've been doing pixel art for a while now, but working on a tile set is an entirely different beast. I use a set very similar to this for rapid fire prototyping, and I thought I could start working on converting it to get a tile set up for other devs to use.
I kept it small with a limited palette / retro feel for my first round, and I'm glad I did. I'm really happy with it and I'm proud to put it up for sale, but it's my first one, so if there are bugs, I want to hear them!!
I'm also all ears for tips and feedback! I want to keep making more and growing as a pixel artist, so any and all suggestions are always welcome!


Thanks so much for the feedback! It means a lot that you like the graphics and the story; I put a lot of heart into it there, and while I ultimately regret not focusing on the gameplay first, I'm happy with how everything else came out.
I absolutely agree with both of the problems you mentioned. The platforming issues were a problem for me throughout, and I've definitely got to keep working on cleaning them up more. I eventually got them to be functional (the state the game was in when I uploaded it), but to make things more functional and fun, they need to be smoother. I actually did have time coloration planned for the entire screen when a time zone was entered, but I couldn't get it to work well with my trigger set up. In my quick tests, the player would cross one of the barriers and that color would lay over the entire screen at a very low opacity, so you could tell what kind of time you were in. Ultimately it didn't make it in for this deadline, but it's something I really want to work on, or at the very least update so it's more clear to the player.
Thank you so much for taking the time to play it and to leave feedback, it really means a lot! I was pretty intimidated when I saw the rest of the games that got submitted, so it's really cool to get to hear what you thought. :D
I'm glad you like the art! I definitely agree on the controls; I really want to work on refining it so it feels more like a platform, but I was having a tricky time polishing up the jump as I started to run out of time. It's definitely the top thing on my redo list while I keep working on this game.
It's interesting to hear that the fireball didn't always travel for you; that's not a bug I noticed when I was playing, so it's good to know that it happened! I'll definitely look into it and make sure to get that smoothed out.
Thank you for playing it, and for the feedback! I really appreciate it. I want to keep cleaning this up and messing around in it, so it's good to hear what you thought!
Thanks for letting me know!! Apparently with the new Unity, the UnityPlayer.dll has to be included in the download to play it. I haven't exported a build since I updated to this latest version, so that was a fun surprise. It's all fixed now; I added the UnityPlayer to the zip, so it should work just fine!








