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Boxclip site

2D platformer engine using LÖVE and Lua forked from:

Boxclip is a 2D platformer engine, with an emphasis on interactive map editing. Built using the LÖVE2D framework.

Maps can be created with the custom built-in map editor. Simply drop and place entities into the world to create a level.

This app depends on LÖVE runtime, make sure you install it first:

The repository of this fork is: boxclip-mobile (Projects had originally two different branches and now desktop and mobile version are unified on the link provided)

Developers interested on discussing and / or contributing to the game development can join the loomio forum here: boxclip-Loomio

I added to this fork:

  • Thumbstick support: Control the player with the thumbstick
  • Replaced some assets
  • Touch controls
  • Added credits menu
  • Added some extra music tracks

Tweaks (necessary to avoid compatibility issues):

  • Shaders disabled (waterfalls are frozen as a result) -> Shaders have been all ported and work now)
  • Webp disabled (the game is as a result ⁓ 8Mb bigger)
  • Console prints disabled
  • Function in charge of hidding sprites "" disabled due to incompabilities  (Function succesfully ported and now works on mobiles too)
  • Function in charge of formating time disabled (world:formattime(n)) due to issues on Sailfish, as a result, gameplay time rendering is an unreadable mess.
  • Other minor tweaks

Version 0.1.4b-1 adds remote network controls improvements:

  • Added network menu to enable, disable and set up network controls
  • Added network menu to set up the remote server ip, ports and the ip of the virtual gamepad that connects to it.

v0.1-3-9 adds:

- New and improved touch controls: improved thumbstick sensitivity improved virtual gamepad layout.

- Automatic phone orientation detection

- Playable in both portrait and landscape mode

- Zoom adjusted on both portrait and landscape mode

- Tested and working on Sailfish os 4.5

v0.1-4 adds:

- Improved performance by reducing game's resolution

- Background parallax is now in place

v0.1-5 adds: - Parallax should now cover the whole level

v0.1-6 adds: Performance mode

Performance mode can only be selected during the title menu in portrait mode (check screenshots, you can rotate the phone after you've selected it to play in landscape mode).

Performance mode reduces parallax complexity and renders only 1 layer resulting in around 10 fps gain at the cost of some graphic fidelity which at least make the game playable on older devices. The system detects fps, if your phone reaches 60fps the performance mode is automatically disabled as it is not needed.

v0.1-7 adds: Reynolds' boids algorithm and birds to the horizon and ambient bird sounds.

v0.1-8 adds: Shader in charge of "moving" the waterfalls succesfully ported to mobile, the waterfalls now move as expected.

v0.1-9 adds:

Automatic performance mode set up and improved performance mode: The program checks the fps and sets the performance mode automatically , no need to set it up manually. The new performance mode reduces parallax complexity by rendering one single background layer containing all the layers of the non performance mode. On still images it looks as beautiful as before but on movement of course there's a compromise made to make the game more playable and boost fps.

- Device orientation now compares both screen widht and height and should be able to rotate the screen and all devices.

v0.2 adds:

- Performance measure tools: You can now measure your performance during gameplay with a nice framerate graphic bar and other elements.

- Automatic performance selection can now be override: If you prefer graphic quality over performance or you want to test the non performance mode, you can now set it up from the menu.

Hints: - The performance mode and FPS measure tool can only be toggled from the main menu in portrait mode (see new screenshots for reference). Once you start the game you can rotate the screen to play in landscape mode.

- Once you click on performance mode, the automatic performance selection mechanism will be disabled so that you can toggle and select any mode despite of your mobile performance.

v0.2-2 adds: Pull down menu which can be pulled during gameplay with the following options:

- Play map: you can now return to the level selection menu during game play by simply pulling down the menu

- Performance mode: Toggle performance mode even during gameplay and compare both modes

- FPS Graph: Toggle the FPS graph to measure performance (the graph can be dragged)

- Tutorial: A tutorial in text that floats over the game.

- Credits: Return any time to the credits

- Exit: To close the game

v0.2-3: - The pull menu is now thinner
- Pull menu disabled in landscape mode to prevent the game from closing accidentaly

v0.2-4: Added mirrored parallax on the y coordinate below the background and a shader to fill the screen with a lake effect (only on the performance mode).

Added network menu to the pull menu. You can open the network menu from it even during gameplay.The network purpose is to allow game control from an instance of my other app called Virtual-gamepad and it is in beta phase (it works partially but intended for developers and betatesters not for regular users).

For more infor about this feature please check the love2d thread on the sailfish forum.

v0.2-5: Added game logo and new title animation

v0.2-6: Improved lake water ripples effect by tweaking the shader (ripples are more intense and defined)

v0.2-7: Adds a particle system based fog at the bottom of the waterfalls.

Despite the efforts on making it performant by moving most of the work to gpu (through glsl), the effect is too demanding even for middle range devices. The system checks fps and if your mobile does not hit 60 fps the effect will be disabled, which means this update won't affect most users.

v0.2-8: Adds online multiplayer

On 1 player mode you can control the first player with:

- real gamepad

- touch controls

- remote network controls (experimental and jump not implemented)

- Keyboard

On 2 player mode the first player can only be controled with touch controls and the remaining controls are for the second player.

The camera follows only the first player and there is no split screen or any method to follow the second.

More players could eventually be added.

v0.2-9 adds: Improved multiplayer:

- Collisions with the second player now works (player 2 now interact with the world)

- Added player selection menu (to select players controls and eventually add different characters (to be added).

- Zoom and split screen added (still work in progress, only tested only on portrait mode, the two players can explore the world independently on a certain distance, see new screenshots for reference and feel to contribute to improve this mode)

- Two different touch layouts for portrait and landscape mode which toggle automatically (you just need to rotate the phone)

v0.3 adds: 2 new selectable characters

- Character selection menu on multiplayer mode with input configuration (work in progress, not functional, simply press ready and you can move the first character with touch controls and the second with keyboard, gamepad or remote control).

v0.3-1 adds:

- Characters can now be selected from the multiplayer menu

- Same characters can be selected for different players, system will color them differently so that they can be easily followed.

- Improved hud with scores and gems,head icons and lives for every player.

- Default controls for multiplayer: Player 1: Touch controls and gamepad, player 2: keyboard and remote controls.

- Desktop mode can now be selected from the graphics menu, mobile and desktop branches will be unified in this project.

v0.3-1-2 adds: Two minor tweaks: Default camera scale for 1 player mode set to 1.5, this should make the game work on a wider variety of resolutions and devices and also improves visibility in desktop mode.

Old thinner decal fog effect now renders behind the new one regardless of performance mode. Waterfall edges should look better as a result and more defined.

File name no longer contains the word "mobile" since desktop and mobile versions have been unified.

v0.3.2-1 adds: Function "setScissors" in charge of hidding spikes when they sink on platforms ported to mobile (by converting float values to int). Spikes now hide as expected but only in portrait mode and without split screen.

4 Players mode implemented. Up to 4 players can play simultaneously but screen split only in 2 halfs and camera only follows player 1 and 2 (3 and 4 needs to be close to player 1 and 2).

To play 4 players you need a keyboard connected to the phone (WASD and arrow keys for 3rd and 4th player).

v0.3.3-1 adds: Improved birds animations with wing movements and 3d movement (they can rotate now on a 3d axis)

Multiplayer:when a third player joins the game, a label with a nickname—customizable in the future—will appear. This feature should help players identify who’s who in online multiplayer sessions when there are many characters on screen. Additionaly, all players will show an icon symbolizing their assigned input.

Title: Added level previews and context images for the title menu

Swipe menu: Swipe menu now renders non focused options in grey

v0.3.4-1 adds: Improved birds animations:

- Birds now spread in different sizes and move and rotate on a z axis (pseudo 3d)

- Improved fusion of the birds with the backgrounds through fragment shaders ( Added ambient occlusion, diffuse lighting based on a light direction and specular highlights to simulate a slight reflection.)

- Added Day-night cycle algorithm to make the overall palette dynamic. The original pallete is now slightly modified to simulate sunrise and sunset and the whole day night cycle.

v0.3.5-1 adds:

- Hints from the sky: birds have now the ability to congregate and draw patterns on the sky. This could be used to provide hints in the future.

- Reynold's algorithm optimized for performance mode, birds now render on performance mode.

- Added night starred background for the day night cycle.

v0.3.5-1-2 adds: zoom can be adjusted at any time with the right axis of a real gamepad.



Application versions: 
File boxclip-0.1.5-1.noarch.rpm52.93 MB21/05/2024 - 23:52
File boxclip-0.1.6-1.noarch.rpm54.21 MB22/05/2024 - 11:31
File boxclip-0.1.7-1.noarch.rpm61.27 MB27/05/2024 - 20:31
File boxclip-0.1.8-1.noarch.rpm61.27 MB04/06/2024 - 12:28
File boxclip-0.1.9-1.noarch.rpm61.1 MB08/06/2024 - 14:39
File boxclip-0.2-1.noarch.rpm61.69 MB09/06/2024 - 09:14
File boxclip-0.2.2-1.noarch.rpm62.72 MB10/06/2024 - 16:05
File boxclip-0.2.5-1.noarch.rpm63.61 MB17/06/2024 - 12:29
File boxclip-0.2.6-1.noarch.rpm63.61 MB18/06/2024 - 13:28
File boxclip-0.2.7-1.noarch.rpm64.37 MB20/06/2024 - 14:19
File boxclip-0.2.8-1.noarch.rpm64.38 MB21/06/2024 - 20:02
File boxclip-0.2.9-1.noarch.rpm65.5 MB23/06/2024 - 11:46
File boxclip-0.3.0-1.noarch.rpm75.6 MB24/06/2024 - 17:13
File boxclip-0.3.1-1.noarch.rpm74.36 MB26/06/2024 - 17:51
File boxclip- MB29/06/2024 - 16:06
File boxclip-0.3.2-1.noarch.rpm74.37 MB02/07/2024 - 22:07
File boxclip-0.3.3-1.noarch.rpm75.23 MB04/07/2024 - 12:22
File boxclip-0.3.4-1.noarch.rpm75.23 MB11/07/2024 - 21:18
File boxclip-0.3.5-1.noarch.rpm75.46 MB13/07/2024 - 17:25

v0.3.5-1-2 adds: zoom can be adjusted at any time with the right axis of a real gamepad.


windes's picture

Can't add screenshot here (

glitchapp's picture

the game has been submitted to obs for automatic building, have you tried any of the builds there and see if they work? here is the link.

If it still does not work feel free to contact me directly and share some screenshots / error and I will see if there's anything I can do.

windes's picture

Can't found installed game, blue screen.

glitchapp's picture

Hi, thanks for the feedback, it would be helpful to know which löve builds you installed and your sailfish version. The screenshots are taken on sailfish 3.4 so all I can say is that it works on 3.4 with löve builds from chum repository. I'm not building löve itself so I have no control over incompatibilities with other sailfish version... I hope it helps.