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…
LÖVE 0.10 released with iOS and Android support
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Re: LÖVE 0.10 released with iOS and Android support
#62I 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?
Re: LÖVE 0.10 released with iOS and Android support
#63Lack 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.
Re: LÖVE 0.10 released with iOS and Android support
#64Anyone 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
Re: LÖVE 0.10 released with iOS and Android support
#65Earlier 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?
Re: LÖVE 0.10 released with iOS and Android support
#66Anyone got any games written using LÖVE to show HN?
Photo: http://shakilthakur.com/content/images/2014/11/Screen-Shot-2...
Re: LÖVE 0.10 released with iOS and Android support
#67A 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.
Is that still around?
Re: LÖVE 0.10 released with iOS and Android support
#68Earlier 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
#69Anyone got any games written using LÖVE to show HN?
Re: LÖVE 0.10 released with iOS and Android support
#70A 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?