New and LÖVING IT!!

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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xilluzionsx
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Joined: Tue Sep 01, 2015 4:22 pm

New and LÖVING IT!!

Post by xilluzionsx »

Hello one and all!

To introduce myself, I am a "super" senior and on my last semester for graduation!! I am studying to get a degree in Computer Science. I'm 23 years old, single, and OBEY... I have started to use love about the start of June. It is really fun and easy. The hard part was to learn a new language, and I am still unsure so please be gentle, that is not object oriented by default. But luckly, Love2D has amazing contributers that create beautiful libraries for us all to use!

Anyways, since I have been using Love for about 3 months, on and off by the way, I have made a VERY crude game. It is more of a test for myself that I have the knowledge to program a Mario-clone. As of now, it has these listed features...
  • - Intro Splash Screen
    - Menu w/ buttons that work
    - Settings w/ just blank buttons
    - In-game Debug Console
    - Game
    - In-game Pause Button
Gameplay wise, it only has one static map with a parallaxing background. I can run, jump, and crouch in the game aswell. Then it just cuts from there, haha. It is not much, but I am proud of myself!

So, because I have been enjoying programming in Love, I have also been making an in-house map editor using Love Frames. This one is also a lot of fun to program! It is in its early stages, but it is coming along real nice. This program also made me really think about how I want to structure my map files for my game.

I am not going to include my files just yet, as I don't like to show incompleted work, but I will in the coming month. Well... I hope that is when I can show it off!

I do have questions about logic wise for my map editor. Would you recommend having a '.map' file extension that is only used by the map editor that serialize the data? Then to have an export feature that creates a new '.lua' file so the game can then use specificly?

Also, I know that I can use Tiled and other programs, but I want to program my own. So, please do not ask me why not use *insert tile editer*!
davisdude
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Location: North Carolina

Re: New and LÖVING IT!!

Post by davisdude »

Welcome! :)
xilluzionsx wrote:The hard part was to learn a new language, and I am still unsure so please be gentle, that is not object oriented by default.
xilluzionsx wrote:I don't like to show incompleted work
If you show us your work now, though, we can do a couple of things:
- Critique your game
- Critique your code
xilluzionsx wrote:Would you recommend having a '.map' file extension that is only used by the map editor that serialize the data? Then to have an export feature that creates a new '.lua' file so the game can then use specificly?
I would just use .lua's, but that's just me.
GitHub | MLib - Math and shape intersections library | Walt - Animation library | Brady - Camera library with parallax scrolling | Vim-love-docs - Help files and syntax coloring for Vim
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Nixola
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Location: Italy

Re: New and LÖVING IT!!

Post by Nixola »

I would use just .map's, but that's just me ;)
Welcome!
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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NightKawata
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Re: New and LÖVING IT!!

Post by NightKawata »

Image

Had to do it.
"I view Python for game usage about the same as going fishing with a stick of dynamite. It will do the job but it's big, noisy, you'll probably get soaking wet and you've still got to get the damn fish out of the water." -taylor
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xilluzionsx
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Joined: Tue Sep 01, 2015 4:22 pm

Re: New and LÖVING IT!!

Post by xilluzionsx »

I'll post up my work later today, but please be gentle with my code. I know the game portion is very sloppy as I am learning/deciding how to structure my game. The map editor is a lot easier to read in my opinion, and has decent documentation.

Also thanks for the suggestions for the save/map files! I'll probably test out both methods and then decide which one I like more.
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