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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

#92
post #84
post #55

Earlier quoted context omitted.

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...

For entirely too many words about the various types of camera systems used in 2D games, see: https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdH...

That's some invaluable info. Thanks!

Re: LÖVE 0.10 released with iOS and Android support

#93
post #46

Anyone got any games written using LÖVE to show HN?

We're using LÖVE for Pocket Rumble

The game supports lag-free rollback netplay using GGPO, and Steam matchmaking with ELO leaderboards

And since LÖVE uses lua, mod support is no problem to implement, so we'll have steam workshop support too (It's not released on Steam yet but will be soon!)

https://www.youtube.com/watch?v=EL63nVwisAs

Re: LÖVE 0.10 released with iOS and Android support

#94

I kind of wish someone would be inspired to write something like this in Elm ( http://elm-lang.org/ ), if only to help people get away from buggy OO-mutable languages

I just don't understand comments like these. Providing a blanket statement that doesn't provide any reasons whatsoever. It doesn't really help contribute to the post, and it just angers people. I hate the term troll, but that's what this feels like. If you actually feel this way then I feel bad that you restrict yourself to only one type of tool. Also I find it confusing when functional evangelicals talk bad about OO…

> They wouldn't even have functional languages without C.

The functional paradigm is, as are some language families in which the use of the paradigm is idiomatic (esp. the Lisp family), older than (or roughly contemporary with and independent of, as in the case of ML) C. So, no, this is clearly not the case.

Re: LÖVE 0.10 released with iOS and Android support

#95
post #82

Earlier quoted context omitted.

LuaJIT is fast and Love is minimal. It has threads and can callout to C. So performance is good.

Turns out JIT is disabled on iOS and AppleTV. So might not get that boost.

If you're really interested in maximizing performance, http://lua-users.org/wiki/LuaToCee can help you turn your Lua code into C code instead. With some skillful manipulation of liblove, you can compile your game down to a 100% static executable.

But no one's really bothered because Love is best at prototyping than actually releasing games, and performance is "good nuff" at this point in time anyway.

Re: LÖVE 0.10 released with iOS and Android support

#96
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/

Why did you disable fullscreening the youtube video on the page of Collider?

Re: LÖVE 0.10 released with iOS and Android support

#97

Earlier quoted context omitted.

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/

Why did you disable fullscreening the youtube video on the page of Collider?

I don't control the youtube video, but I will message the fellow that does!

Re: LÖVE 0.10 released with iOS and Android support

#98

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?

For a couple of quick intros, try Learn Lua in 15 Minutes[1] and Learning Lua from JS[2]. For a bit more depth, try the Lua-users Tutorial Directory[3]. For serious depth, the two recommended by Gracana, PIL[4] and the reference manual[5], are fantastic. For an overview of the ecosystem, including some useful gamedev libraries and LÖVE-specific resources, take a look at awesome-lua[6] (my own, shameless plug). http:/…

[1] is also here:

https://learnxinyminutes.com/docs/lua/

Re: LÖVE 0.10 released with iOS and Android support

#99
post #68

Earlier quoted context omitted.

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.

Heh yes, a very common complaint. I don't like it either, but the trade off still seems worth it.

Re: LÖVE 0.10 released with iOS and Android support

#100
post #68

Earlier quoted context omitted.

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.

Heh yes, a very common complaint. I don't like it either, but the trade off still seems worth it.
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