Damn. I knew I shouldn't have said anything about Lisp. I was first going to say "virtual machine in Lisp", but then I thought, "neh, someone will probably mention some early VM written in Lisp"...
Lisp is just too awesome.
Löve IDE *BETA* [not written in löve, but for it!]
- Robin
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Re: Löve IDE *BETA* [not written in löve, but for it!]
Help us help you: attach a .love.
Re: Löve IDE *BETA* [not written in löve, but for it!]
Can we get back on topic?
- Robin
- The Omniscient
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- Contact:
Re: Löve IDE *BETA* [not written in löve, but for it!]
I would, but Lisp is just too awesome.orange451 wrote:Can we get back on topic?
I'm on Linux, so I can't try your IDE, unfortunately.
Help us help you: attach a .love.
Re: Löve IDE *BETA* [not written in löve, but for it!]
I'm a linux, and I use this Makefile:
So in vim, I can just hit F5 and the game is packed and then run.
Also, LISP rocks! Learn it here: http://www.gigamonkeys.com/book/ -- you will write a shoutcast server and other stuff...
Edit: Better Makefile. Now you can type 'make love'. But beware, it often says: "make: Nothing to be done for `love'."
Code: Select all
love = ../love # path to love binary
zip = /usr/bin/zip # path to zip binary
luac = /usr/bin/luac # path to luac for syntax chacking
# Name of the game.
game = yanaw
# List of source files. You may use wildcards...
sources = *.lua */*.lua
res = images/* fonts/* sound/*
.PHONY : run
run : test $(game).love
$(love) $(game).love
.PHONY : test
test :
$(luac) -p $(sources)
.PHONY : love
love : $(game).love
$(game).love : $(sources)
$(zip) $(game).love $(sources)
.PHONY : clean
clean :
rm $(game).love
Also, LISP rocks! Learn it here: http://www.gigamonkeys.com/book/ -- you will write a shoutcast server and other stuff...
Edit: Better Makefile. Now you can type 'make love'. But beware, it often says: "make: Nothing to be done for `love'."
Last edited by vrld on Sat Jul 10, 2010 3:07 pm, edited 1 time in total.
Re: Löve IDE *BETA* [not written in löve, but for it!]
http://start.mit.edu/: Behold, a web application that is a natural language parser. It's written in Scheme (LISP sub-dialect).
It's weird to use a game engine to make an IDE.
It's weird to use a game engine to make an IDE for a different game engine.
GameMaker only works on Windows (and WINE, Windows Is Now Emulated, or as it is now called due to a seize and desist, Wine Is Not an Emulator), however I hear they are starting to work on ports to Mac OS/X and Linux.
It's weird to use a game engine to make an IDE.
It's weird to use a game engine to make an IDE for a different game engine.
GameMaker only works on Windows (and WINE, Windows Is Now Emulated, or as it is now called due to a seize and desist, Wine Is Not an Emulator), however I hear they are starting to work on ports to Mac OS/X and Linux.
Good bye.
Re: Löve IDE *BETA* [not written in löve, but for it!]
The mac version is already done. I haven't heard anything about it being worked on for linux though.Luiji wrote:http://start.mit.edu/: Behold, a web application that is a natural language parser. It's written in Scheme (LISP sub-dialect).
It's weird to use a game engine to make an IDE.
It's weird to use a game engine to make an IDE for a different game engine.
GameMaker only works on Windows (and WINE, Windows Is Now Emulated, or as it is now called due to a seize and desist, Wine Is Not an Emulator), however I hear they are starting to work on ports to Mac OS/X and Linux.
But can anyone actually give feedback about the IDE?
Re: Löve IDE *BETA* [not written in löve, but for it!]
Well, we are commenting on the IDE in the fact that we somewhat dislike the usage of GameMaker to create it. Most importantly, it's not nearly as cross-platform as LOVE, which is depressing.
I'd run it, but I don't trust anything that isn't free software anymore (GNU sort of messed me up in that respect).
I'd run it, but I don't trust anything that isn't free software anymore (GNU sort of messed me up in that respect).
Good bye.
Re: Löve IDE *BETA* [not written in löve, but for it!]
Can do:orange451 wrote:But can anyone actually give feedback about the IDE?
I started it up and got confused. My though process did go something like this (sorry if this sounds harsh):
Does the love.load() on top mean i can only edit love.load() -- apart from doing something like
Code: Select all
end
function love.draw() foo(bar) end
Does it get closed automatically, i.e. is a end automatically put at the end of the white text box? What happens if I put end on top and define a love.draw()? I want more control! Why not just add functions stubs in the editor window?
The completion thing is ok, but not usable. I have to move the mouse too much. Also, I want tab-completion.
Why can't I edit multiple files?
At this point the IDE does not seem like an IDE but a better text-editor to me. My vim-setup is superior to that.
Adding a code browser and tabs or something like that would be a nice feature though.
Re: Löve IDE *BETA* [not written in löve, but for it!]
Yes, all functions get automatically closed. If you were to place an "end" at the start of it (and define another function) it will change it to that new function.vrld wrote:
Ah ok, I have to click "Event" to change function stuff...
Does it get closed automatically, i.e. is a end automatically put at the end of the white text box? What happens if I put end on top and define a love.draw()? I want more control! Why not just add functions stubs in the editor window?
The completion thing is ok, but not usable. I have to move the mouse too much. Also, I want tab-completion.
Why can't I edit multiple files?
At this point the IDE does not seem like an IDE but a better text-editor to me. My vim-setup is superior to that.
Adding a code browser and tabs or something like that would be a nice feature though.
Would it be good if I had when you choose an event from the event button, it actually adds that to the editor?
How is the completion not usable?
You can't edit multiple files, because... well... I haven't made it do that. don't worry though, I will add this ability in the next version.
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