CraftStudio is an all-in-one, collaborative and multiplatform development environment that aims to get the fun out of making video games.
It’s a desktop software in which you create all the game’s assets, including Lua scripts, sprite sheets, 3D models, animation, maps, etc… The projects client/server model allows all assets to be worked on by several people at the same time.
You can find below the projects I have worked on, on my own or in team with CraftStudio:
Daneel is a framework, a bunch of scripts packed together that bring new functionalities, extend and flexibilize Craftstudio’s API as well as sweeten and shorten the code you write.
I started this project in 2013 and it saw many iterations. At the end, the project had quite many features and a full documentation on a dedicated website.
I don’t think anyone used Daneel on their projects but I used it in every single one of my games. Being proficient with it helped me having an embryo of game rolling really quickly, which is always useful when you are on a tight schedule for the jam games.
It’s a more evolved and polished version of Linked Colors (see below). I worked on it from time to time for about a year.
The current build has several menus, a few man-made tutorials and levels, plus a customizable random level generator with shareable seed. The UI can also theoretically rezise itself properly based on the size of the window.
It’s a very bare-bone prototype of a generic multiplayer FPS (with server browser, gametypes, …). It was really meant to be a technical challenge for me as I never did a FPS before and I only ever did a multiplayer Pong. And a challenge it was ! It’s definitely one of the most advanced and complex project I worked on with CraftStudio but that also means that I learned so much !
Because it kind of works. When I stopped working on it after about a year, these features are working :
- Servers with config loadable from a .json file.
- Server Browser
- In-game chat
- Admin commands via the chat
- DM, TDM and CTF gametypes
But there is no client prediction/lag compensation, so it’s practically unplayable online and I am not even sure that the architecture of the network functions would allow to implement that easily. To test the multiplayer, you have to open at least three window, one for the server and two for the clients. Note that the build does not seems to actually work properly
- Grave Screen of Death, a cute top-down shooter made during the Ludum Dare 31.
- Linked Colours, a puzzle game where you have to link squares of color made during the Ludum Dare 30.
- Snake Driller, a snake-like drilling game made during the Ludum Dare 29.
- Karkass, made during the Global Gam Jam 2014.
- Minimalist Encounter, made during the Ludum Dare 26.
- HeartZ, made during the Global Game Jam 2013.
- Silhouettes, an unfinished clone of Umbragram, which had a level editor and apparently the capacity or goal to share theses levels as JSON through a web player.
- Get the sources (no playable build)
- Multiplayer Pong, created to test CraftStudio’s networking features.
- Crafty Bird, a Flappy Bird clone, with online leaderboard.
- Mini-Galcon, a mini clone of Galcon Fusion, made as example project for Daneel.
- CSScript Editor, to edit .csscript files (CraftStudio’s scripts) outside CraftStudio.
- Script Handler, to copy all the scripts of a CraftStudio project from .csscript to .lua and vice-versa.