Re: Love Game Maker
Posted: Sun Mar 22, 2015 3:00 am
I would imagine the contributions for a lua based one will be a lot more. Hardly anyone here can write c#
Thanks!iyzsong wrote:
That's cool!
But there does have a lot of works wating you...
bobbyjones wrote:Am I the only one who thinks love game maker should be made in lua?
arampl wrote:Nope. There's one more.
bobbyjones wrote:I would imagine the contributions for a lua based one will be a lot more. Hardly anyone here can write c#
I've thought about writing it in Lua. While I've wrote code in Lua many times previously, I've never really written full-blown applications in it. Only plugins/LOVE 2D games. I looked into it some more and it seems like this is a much better option as Lua has been ported in it's entirety to pretty much anything LGM would run on (Plus more!) and would be much easier to edit for users of the Love 2D engine, which just so happens to be pretty much anyone who'll use LGM anyway.arampl wrote:Not only that, but C#... Beautiful language, really easy to learn, wonderful class library. But I don't like it anymore. Besides you need Mono on other platforms. After C# was Python and in the end it becomes Lua. Only Lua.
Now exchange HaxeFlixel with Love2D.HaxeFlixel lacks a common IDE for managing objects. Godot, while a fully functional game engine, is at the time of writing still in its infancy. However the IDE offers plenty of attractive tools for content authoring. The idea here is to read in Godot scene files, which can be saved as plain text XML, and recreate the Node2D items in HaxeFlixel.
Yeah, actually. Seems impressive! Unfortunately, it hasn't been updated for a long time now, and I haven't dove deep enough into it yet to learn how to actually use it as the site was removed for some reason and the examples are gone.arampl wrote:What of Löve Frames? Did you looked into it?
Thanks! I looked into it. Looks pretty cool! Serves as a real nice example of how to do a lot of GUI related things with wxLua.SneakySnake wrote:You could take a look at ZeroBraneStudio as an example for a cross-platform GUI application written in Lua. [GitHub]
It uses wxLua as a GUI framework.
I checked it out. Seems really cool! I don't know about using it instead, though, as it seems a little complex for the target audience I had in mind for LGM. I want it to be real simple, so kids can make games with it without having to learn a huge amount of stuff that only applies to one/a few IDEs. That and I want it to be really really flexible so people can use it/modify it to fit their needs without a ton of hassle. I don't know how easily GoDot can be modified, but I imagine it's a little trickier than opening the folder the editor is located in and changing/adding a few Lua files. You'd have to AT LEAST download the source, modify it, and compile it... right?SiENcE wrote:I suggest to take a look at the opensource project GoDot!
It's already a fullblown "Unity" alternative. GoDot is not that professional, but it works and the overall concept is very similar.
During my way through the web I found this: https://github.com/volvis/HaxeFlixel-Godot_ParserNow exchange HaxeFlixel with Love2D.HaxeFlixel lacks a common IDE for managing objects. Godot, while a fully functional game engine, is at the time of writing still in its infancy. However the IDE offers plenty of attractive tools for content authoring. The idea here is to read in Godot scene files, which can be saved as plain text XML, and recreate the Node2D items in HaxeFlixel.
You catch my point. Why not use the 2D Part of GoDot as Editor base and just write an Love2D loader for the XML definitions of GoDot scene files. Additionally you also need a function wrapper and minimal runtime.
GoDot normally uses GScript, but I have a variant with Lua ;-).
So basically instead of writing your own full blown Editor....use this and just write a 2D runtime with Love2D to interprete the 2D part of GoDot.