Re: L Builder Design View
Posted: Sun Feb 27, 2011 12:08 pm
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?? )
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?? )
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..)
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");
or something like that? (The answer would be yes.)not crow wrote:Are images etc. found by their pathname?
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.
Code: Select all
game/
|-main.lua
|-conf.lua
|-resources
| |-images
| | |-tree.png
Code: Select all
love.graphics.newImage("resources/images/tree.png"
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"
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
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