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LÖVE 0.10 released with iOS and Android support

love2d.org

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Re: LÖVE 0.10 released with iOS and Android support

#71
post #46

Anyone got any games written using LÖVE to show HN?

Most of my games or games I worked on are made in LÖVE!

http://missingsentinelsoftware.com/

Most notably:

http://josefnpat.itch.io/xapalus-deluxe http://josefnpat.itch.io/mass-warfare http://josefnpat.itch.io/judgementarena http://hdfgame.com/ http://www.collidergame.com/

Re: LÖVE 0.10 released with iOS and Android support

#72
post #22

Earlier quoted context omitted.

Does love work well with moonscript?

While we're at it: everyone, check out MoonScript [1]. It's a great, succinct and featureful compile-to-Lua language, although sadly not very widespread at the moment. It features significant whitespace, syntactic sugar to reduce keyword noise in programs, table and list comprehensions, line (statement) decorators, classes, export and import for working with modules, implicit return, JSON-like table literals and much…

There's also MoonLisp compiling to Lua, written in... MoonScript [0]. The output isn't pretty, but I'm looking for a lisp for NodeMCU, so I might give it a shot :), maybe combined with [1] due to way NodeMCU seems to work (interpreting / locally compiling files + little memory = you want to save on source length, including comments).

[0] - https://github.com/leafo/moonlisp

[1] - https://mothereff.in/lua-minifier

Re: LÖVE 0.10 released with iOS and Android support

#76
post #55

Earlier quoted context omitted.

When I had spare time I was working on a Terraria-inspired game. Here's a sample video of how far I got: https://www.youtube.com/watch?v=clxX8QZonL4 with the code here: https://bitbucket.org/sirpengi/lua_lovestory/src/tip?at=defa... I ended up using luajit FFI to call into C to calculate lighting. I wonder what the FFI support is on the android/ios ports.

I love pet projects, specially little games (have made some with SDL in the past). I don't know how Terraria does it (never played) but I suggest you that you only moved the camera when it's necessary (instead of keeping the character in the center literally always). The camera jumping along with the character might even let the player dizzy...

https://youtu.be/pdvCO97jOQk around 7:30 shows how camera in terraria works :)

Re: LÖVE 0.10 released with iOS and Android support

#77

What is really staggeringly missing is a web port! It should be a click-away to run a LÖVE game in your browser. Its not. A few good prototypes have been made, but they are all abandoned? :(

We have this in MOAI (a competing framework) already, by way of the emscripten tool .. which is awesome .. so it means that with MOAI you can write apps that run on iOS/OSX/Windows/Linux/Android .. and HTML5 hosts. Pretty amazing times ..

(And we're about to do a new release of MOAI soon too..)

Re: LÖVE 0.10 released with iOS and Android support

#78
post #39

This is wonderful. I'm quite fond of Lua and while I've tinkered with LÖVE here and there, the lack of mobile support turned me off from using it for serious projects. I'll be giving it another look soon. As an aside, I'd like to plug a Lua library I have nothing to do with called middleclass [1]. I've used it with LÖVE and it's handy for game dev! [1] https://github.com/kikito/middleclass

Middle-class is awesome, thanks for sharing that .. I'll put it on my lab bench for hacking over the next few days.

Continuing the list of 'handy little Lua libraries that others in this thread might be interested in', I'll add that I think that a lot of newcomers to Lua from languages like Ruby and Python might enjoy having lua-enumerable around as well, which provides a set of enumerable ops that fit in quite well with Lua's tables .. check it out:

https://github.com/mikelovesrobots/lua-enumerable

Hanappes' got a few nice Lua classes in its lang folder too:

https://github.com/makotok/Hanappe/tree/master/projects/hana...

Useful for newcomers to Lua and pro's alike, imho ..

Re: LÖVE 0.10 released with iOS and Android support

#79
post #67

A bit OOT, LibGDX is another game engine, but for the JVM (can use Java, Scala, Clojure, Kotlin, etc), that runs natively on desktop, Android, Web (transpiled to JS), iOS (using RoboVM). It has Lua support as well through 3rd party. Udacity has Nanodegree using it: https://www.udacity.com/course/mobile-2d-game-developer-nano... Disclaimer: I'm writing a game using LibGDX.

I tried LibGDX but the thing that troubled me was that while other engines had a relatively straightforward approach to cross platform builds (click a button or build a particular target), LibGDX required you to write a bunch of boilerplate for each platform. Is that still around?

Give MOAI a try - we solved this problem recently with the addition of the pito tool (pito means "navel", "whistle" and "beer", in Rapa'nui) which generates complete host projects for every platform MOAI supports. The end result, you really can run the same code everywhere.

(http://github.com/moai/moai-dev)

Re: LÖVE 0.10 released with iOS and Android support

#80
post #46

Anyone got any games written using LÖVE to show HN?

I started working on a snood clone. It's' still unfinished, but I've spent countless hours playing it mindlessly:

https://www.tbmatuka.com/blog/2014-05-31

https://github.com/tbmatuka/hennin

If anyone would like to knock a thing or two off the ToDo list, I'd appreciate it :)

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