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Re: L Builder Design View
I dont think it matters much that it doesnt work on Linux/Mac. Most beginners will use Windows anyway. (I assume this tool is ment for beginners?? )
Re: L Builder Design View
It is not just for beginners but it is build to be beginner friendly I am not well today in bed with a kill headache so not getting out of itchris wrote:I dont think it matters much that it doesnt work on Linux/Mac. Most beginners will use Windows anyway. (I assume this tool is ment for beginners?? )
so work is on hold today lazy I know but if I am not on ball with it I could make some silly mistakes.
Sir Kittenface
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
Re: L Builder Design View
Doesn't matter xD It's not about one day. It's about if it will be there or not.
I actually think this is a great idea. Because Love is a really easy tool to learn to programm games. You should make a installer, that installs Love, L Builder, together.
Then, for L Builder itself, I would suggest focussing on stability. And a intuitive user interface. The best reason I can come up with to use a tool such as L builder is to make programming in Love simpler. Bugs and half working functions will obstruct that purpose pretty much. That means in practice, dont try to implent Game Maker like bricks and such before the basic: edit the config file, write the code, run the code, include files, read the documentation, things work.
I dont know what your programming skills exactly are, but I myself currently use gedit with code completion, syntax highlighting, automatic bracket closing, etc. I dont know how to implent it, or maybe there even are open-source solutions avaiable to do this stuff, but I know it's pretty handy.
(and still, excuse me for my bad English, I'm trying hard to improve it..)
I actually think this is a great idea. Because Love is a really easy tool to learn to programm games. You should make a installer, that installs Love, L Builder, together.
Then, for L Builder itself, I would suggest focussing on stability. And a intuitive user interface. The best reason I can come up with to use a tool such as L builder is to make programming in Love simpler. Bugs and half working functions will obstruct that purpose pretty much. That means in practice, dont try to implent Game Maker like bricks and such before the basic: edit the config file, write the code, run the code, include files, read the documentation, things work.
I dont know what your programming skills exactly are, but I myself currently use gedit with code completion, syntax highlighting, automatic bracket closing, etc. I dont know how to implent it, or maybe there even are open-source solutions avaiable to do this stuff, but I know it's pretty handy.
(and still, excuse me for my bad English, I'm trying hard to improve it..)
Re: L Builder Design View
chris wrote:Doesn't matter xD It's not about one day. It's about if it will be there or not.
I actually think this is a great idea. Because Love is a really easy tool to learn to programm games. You should make a installer, that installs Love, L Builder, together.
Then, for L Builder itself, I would suggest focussing on stability. And a intuitive user interface. The best reason I can come up with to use a tool such as L builder is to make programming in Love simpler. Bugs and half working functions will obstruct that purpose pretty much. That means in practice, dont try to implent Game Maker like bricks and such before the basic: edit the config file, write the code, run the code, include files, read the documentation, things work.
I dont know what your programming skills exactly are, but I myself currently use gedit with code completion, syntax highlighting, automatic bracket closing, etc. I dont know how to implent it, or maybe there even are open-source solutions avaiable to do this stuff, but I know it's pretty handy.
(and still, excuse me for my bad English, I'm trying hard to improve it..)
The installer when its all working will include loves with it and will update love for the L Builder after its been checked its stable the end user wont
have to redownload love all the time, Autocomplete right now is in the winds problem with scintilla it included the syntax is already set to lua
so we have the right design view and I am going for the time being and maybe a action window that will past your action in to the window for you.
Yes this is more of a love compiler and editor then a game maker as I would have to know how love works at a code level not just the scripting side
of things and I am really bad with C++ so thats not going to happen any time soon lol.
Tomorrow I should have building config working, main.lua is pre-written anyway from the editor, my next stange is then to include the resources for the
scripts.
OK little help if you please, For the paths of the images, scripts and sounds how are they set in the script is it just /resource/item.type?
as I am going to add resource tags _Img, _Scripts, _Audio,
EG: love.image.newImageData(_Img.."DemoImage.jpg");
Sir Kittenface
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
- Robin
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Re: L Builder Design View
Could you please rephrase that?crow wrote:OK little help if you please, For the paths of the images, scripts and sounds how are they set in the script is it just /resource/item.type?
as I am going to add resource tags _Img, _Scripts, _Audio,
EG: love.image.newImageData(_Img.."DemoImage.jpg");
Did you perhaps mean:
or something like that? (The answer would be yes.)not crow wrote:Are images etc. found by their pathname?
btw, love.graphics.newImage() makes a new image, and it is much more often needed than love.image.newImageData(). I'm not sure whether you intended the former or the latter.
Help us help you: attach a .love.
Re: L Builder Design View
No, I am going to set perset verbs for Images (_Img), Scripts(_Scripts) & audio(_Audio) and I just needed to know how the exe is looking for the paths i see its exe root/foldernmae/filename.type, if I am wrong please slap me with a silly stick lolRobin wrote:not crow wrote:Are images etc. found by their pathname?
I just picked the function out of the wiki what called a file path example I still have to get my head around some of the love functions later on lol.Robin wrote: btw, love.graphics.newImage() makes a new image, and it is much more often needed than love.image.newImageData(). I'm not sure whether you intended the former or the latter.
I hope this is little more understandable for you.
Sir Kittenface
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: L Builder Design View
Hm, let my try this:
If your folder structure is like this:
You would call newImage like this:
Does this help you?
If your folder structure is like this:
Code: Select all
game/
|-main.lua
|-conf.lua
|-resources
| |-images
| | |-tree.png
Code: Select all
love.graphics.newImage("resources/images/tree.png"
Help us help you: attach a .love.
Re: L Builder Design View
Once again yep lol like always just how I was going to do it resource/images/ would = _Imgs in my editor but you can also set your own but i am trying to make it n00b friendly thanks RobinRobin wrote:Hm, let my try this:
If your folder structure is like this:
You would call newImage like this:Code: Select all
game/ |-main.lua |-conf.lua |-resources | |-images | | |-tree.png
Does this help you?Code: Select all
love.graphics.newImage("resources/images/tree.png"
Sir Kittenface
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: L Builder Design View
What you could also do, is make another function, like this:crow wrote:Once again yep lol like always just how I was going to do it resource/images/ would = _Imgs in my editor but you can also set your own but i am trying to make it n00b friendly thanks Robin
Code: Select all
function newNoobImage(filename) -- obviously with another name ;)
return love.graphics.newImage(_Imgs .. filename)
end
Help us help you: attach a .love.
Re: L Builder Design View
Robin wrote:What you could also do, is make another function, like this:crow wrote:Once again yep lol like always just how I was going to do it resource/images/ would = _Imgs in my editor but you can also set your own but i am trying to make it n00b friendly thanks RobinEDIT: woohoo, 2700th post!Code: Select all
function newNoobImage(filename) -- obviously with another name ;) return love.graphics.newImage(_Imgs .. filename) end
I guess I could but would that not making it way 2 easy ? when they ask for scripting support here and lets say I am ill and not here the new functions
might confuse people that help, I guess I can add some lazy functions but state they might not be supported on the public forum I guess.
Sir Kittenface
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
Möko IDE Codename (Erös) Returns Soon
I am dyslexic so if any of my replys confusing please just ask me to reword it as this will make things a lot easier for all parties lol.
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