Anyone got any games written using LÖVE to show HN?
LÖVE 0.10 released with iOS and Android support
51–60 of 100 posts
Re: LÖVE 0.10 released with iOS and Android support
#52Udacity has Nanodegree using it: https://www.udacity.com/course/mobile-2d-game-developer-nano...
Disclaimer: I'm writing a game using LibGDX.
Re: LÖVE 0.10 released with iOS and Android support
#53Anyone got any games written using LÖVE to show HN?
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.
Re: LÖVE 0.10 released with iOS and Android support
#54Earlier 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…
Re: LÖVE 0.10 released with iOS and Android support
#55Anyone got any games written using LÖVE to show HN?
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 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...
Re: LÖVE 0.10 released with iOS and Android support
#56Anyone got any games written using LÖVE to show HN?
Re: LÖVE 0.10 released with iOS and Android support
#57Earlier quoted context omitted.
Only if you want to deploy it to a device. Otherwise you can reload instantly when developing on PC/Mac
I know you can use the simulator to test, but I prefer to test directly on the device and when you need to wait ~1 minute per build it is a bit annoying. I used Corona SDK for a small 2D game two years ago, maybe now the build times is better ...
You can also use the "viewer" tool to sync your project with a application shell on the device via dropbox.
Re: LÖVE 0.10 released with iOS and Android support
#58Lack of native mobile support was one of the reasons I dropped LOVE for other frameworks. This is fantastic, and LOVE/Lua is really fun to work with, I highly recommend this framework.
Does love work well with moonscript?
Re: LÖVE 0.10 released with iOS and Android support
#59Anyone got any games written using LÖVE to show HN?
It is open-source and based on community effort. https://www.reddit.com/r/hawkthorne https://github.com/hawkthorne/hawkthorne-journey