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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

#61
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…

Awesome, thanks for this! I've always found love to be great, but I didn't enjoy using lua once the program grew to a non-trivial size.

Re: LÖVE 0.10 released with iOS and Android support

#62

I would love to tinker with LÖVE, but I don't know the first thing about Lua. Anyone have pointers to good introductory resources they can share?

It is very minimalistic. There are only 8 datatypes: 4 immutable (nil, number, string, boolean), 3 mutable (table, coroutine, function) and userdata which is used for arbitrary opaque "exterior references". The standard library is fairly small. There is a small amount of "metaprogramming" possible that lets you overload operators and do some basic prototype-based OOP, but the whole thing is very approachable. Personally, I think it is one of the better options for a learning language because of how simple it is.

Re: LÖVE 0.10 released with iOS and Android support

#64
post #51
post #46

Anyone got any games written using LÖVE to show HN?

I made oh my giraffe [1] in LÖVE and released it for iOS and Android using these ports. [1] http://www.ohmygiraffe.com

Very simple but beautiful! The LÖVE wiki on the Android port has an example of running from adb, but how did you create and apk for your Android port?

Re: LÖVE 0.10 released with iOS and Android support

#65
post #64
post #51

Earlier quoted context omitted.

I made oh my giraffe [1] in LÖVE and released it for iOS and Android using these ports. [1] http://www.ohmygiraffe.com

Very simple but beautiful! The LÖVE wiki on the Android port has an example of running from adb, but how did you create and apk for your Android port?

Thank you! This page has documentation for packaging an apk: https://bitbucket.org/MartinFelis/love-android-sdl2/wiki/Gam...

Re: LÖVE 0.10 released with iOS and Android support

#66
post #46

Anyone got any games written using LÖVE to show HN?

A while back - I made an AI simulation with one of my friends for boid simulation using various path-finding algorithms on procedurally generated roads!

Photo: http://shakilthakur.com/content/images/2014/11/Screen-Shot-2...

Github: https://github.com/FourierTransformer/Boid_Racers

Re: LÖVE 0.10 released with iOS and Android support

#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?

Re: LÖVE 0.10 released with iOS and Android support

#68
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…

I tried but the \ syntax for calling an instance method on an object is asinine and I hate it.

Re: LÖVE 0.10 released with iOS and Android support

#70
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?

The boiler plate is 10-20 lines per platform, which is auto-generated for you and let's you do platform specific things easily. Any production game needs this capability to include things like ads, notifications etc.
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