LocoRoco
The world's favourite blob game written in Lua with LOVE. Heavily based off of Sony's LocoRoco in terms of visuals and mechanics.
Controls
Use the left and right arrow keys to tilt the world. Hold down both directions for a second, then let go, to jump. Tap up to split into smaller locos, and hold down to merge them back together.
Current Progress
Take a look at these gifs of the game in action:
Levels
You can design your own LocoRoco levels in any vector graphics editor with XML support (e.g. Inkscape).
Quickstart
A LocoRoco level file is an .svg
with additional restrictions:
- A layer with
id:meta
for placing meta objects - A
path
withspawn:true
in the meta layer; this dictates where the blob spawns when the level is loaded
After ensuring you have these requirements, just draw your level! Colours are conserved, but not the alpha channel.
A level file must also be accompanied with an assets file which is also an .svg
, has the same name as the level file, and can be empty. Place the level file in the levels
directory and the assets file in the assets
directory.
Details
By default, path
s drawn in the level file become regular static hardbodies, like walls and platforms.
Any path
drawn in a layer (including sublayers) with id:background
becomes part of the background.
Any path
drawn in a layer with id:objects
is not rendered on the screen (this is useful for putting your path
s that are used for use
s only).
Any use
is part of the background. For performance, use use
for repeated background objects (bushes, grass, etc.) rather than many copies of paths
. This is because any use
of the same path
does not need to be rendered after the parent path is rendered, but every path
must be rendered individually.
Any path
s in the assets file become floating background objects (recommended for: flowers, leaves, etc.).