UXN can be interesting for 2D games too.
The fantasy computer by 100 rabbits? I love their philosophy, I'm glad Varvara exists, but I'm personally not up to program assembly for a 4-color screen, and I'm sure many others are the same.
LÖVE: 2D Game Framework for Lua
161–170 of 229 posts
Re: LÖVE: 2D Game Framework for Lua
#162UXN can be interesting for 2D games too.
Re: LÖVE: 2D Game Framework for Lua
#163Re: LÖVE: 2D Game Framework for Lua
#164Earlier quoted context omitted.
The source is right there, you just have to grok it.
Good news: the universe is written in LISP. Bad news: with no comments.
Ostensibly. Honestly most of it was hacked together with Perl.
Re: LÖVE: 2D Game Framework for Lua
#165Anyone who is a fan of the TV Show Community MUST try out the recreation of the 8 bit video game episode(Digital Estate Planning) called Journey to the Center of Hawkthorne. [1]: https://projecthawkthorne.com/ It is now available to play straight in the browser(I guess using LÖVE Web Builder?). [1]: https://schellingb.github.io/LoveWebBuilder/ This engine has really come a long way and enabled such a memorable game f…
Re: LÖVE: 2D Game Framework for Lua
#166Re: LÖVE: 2D Game Framework for Lua
#167Earlier quoted context omitted.
hahaha, I did the exact same thing after the game came out to see if wheel of fortune was really a 1/4 chance
I didn't know I could check but after losing like 20 times in a row I just stopped taking WoF. Never saw the good outcome.
Re: LÖVE: 2D Game Framework for Lua
#168löve is getting a vulkan backend. I would have prefered löve to be plain and simple C coded instead of this abomination which is c++ (but it seems coding AIs may be very good at assisting mass c++ to plain and simple C port).
Re: LÖVE: 2D Game Framework for Lua
#169Earlier quoted context omitted.
> There is nothing stopping you from doing someArray[0] = "the first item", you know. Yes, there is: local l = {[0] = 'a', [1] = 'b', [2] = 'c'} for i, c in ipairs(l) do print(i, c) end This will only print the last two pairs. Lua is 1-indexed, end of story. You can store values at index zero, but it's no different than storing values at index -1 or index 'lolrofl'. It does not exist in the array-part of the table as…
I've always assumed that there is some technical reason for Lua being 1 indexed, rather than it being a design choice. Either way, I think it's a nitpick to complain about. I've written a decent amount of Lua and there's only been a handful of times where 1-indexing was even relevant to me.
You don't change something like that because it eventually got picked up by game programmers (never the intent of Lua, something that just happened after it was used by the Grim Fandango team, then it took off in the gaming world).