
As for the bugs, I somehow managed to get outside the box, I mean, loose the focus of the camera.
Thanks for all your comments!mmx256 wrote: ↑Tue Mar 27, 2018 4:56 pm milk
Hi! This is really cool game! Really like the aesthetics, mechanics of controlling the ship, attention to detail. (And that's besides the fact I'm a big fan of old retro video games like Space Invaders, Asteroids, PacMan, Breakout etc.) And that cursor trail effect is just so smart, so simple but making huge impact on aesthetics!
I've programmed in a few assembler dialects, VB, C++ and a whole lot of web dev related markups/languages, I choose LOVE because it's what I started out using when learning Lua, I think the most important thing about developing a game is using something you're comfortable with and Lua+LOVE turned out to be that. With my limited experience with JS game dev frameworks (Phaser) I can say Lua is just much nicer to work with, less verbose, easy on the eyes and Lua's tables are godlike imo. With the addition of MoonScript makes writing games a pure joy.mmx256 wrote: ↑Tue Mar 27, 2018 4:56 pm 1. If You already have rich experience in programming, then in what languages/technologies? Just wondering why You chose Love2D, Lua and Moonscript despite having experience in, say, Java, C#, Python, C++ or whatever else. Not saying Love2D is bad, but all of my co-workers (Java) think of it as of some exotic thing. And just in terms of learning not only new stuff like graphics and physics, but also new engine and language.
I used this nice library called moonshine for the post-processing effects (the colour split is called chromatic aberration
As of right now, no. Maybe if I'm bored with no internet I might add a few things but for the most part since my EPQ (the qualification I made this thing for) is finished, I feel that the game has a suitable amount of polish to stand on its own. I might come back to this kind of game in a few years and make something bigger and better though! Developing this game has been a real learning experience and as a result it has a bit of a shaky code base that I'd rather not continue to work on
haha, no way, I initially did look into making a multiplayer game, looked into it and came across several (better than me) programmers sharing their stories of pain on these forums, needless to say I avoided multiplayer after.
oh man, poor you - thanks for all your questions, happy coding to you
Yes, that's what I meant — when you start learning something new, It's good to use familiar tools.milk wrote: ↑Wed Apr 11, 2018 6:09 pm I've programmed in a few assembler dialects, VB, C++ and a whole lot of web dev related markups/languages, I choose LOVE because it's what I started out using when learning Lua, I think the most important thing about developing a game is using something you're comfortable with and Lua+LOVE turned out to be that. With my limited experience with JS game dev frameworks (Phaser) I can say Lua is just much nicer to work with, less verbose, easy on the eyes and Lua's tables are godlike imo. With the addition of MoonScript makes writing games a pure joy.
So you did not write shader code by yourself?
What do you mean by "no internet"?
Actually, yes, I also have heard about how painful is multiplayer for continuous gameplay. I mean, looks like for turn-based games it appears to be much simpler.
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