New and LÖVING IT!!
Posted: Tue Sep 01, 2015 6:02 pm
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...
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*!
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
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*!