hasen wrote: ↑Fri Feb 23, 2018 8:47 amWell done, you managed to give a response actually worse than no response.
Let me up the ante again, then;
feel free to interpret my responses however you please, i'm sure that'll wish libraries into existence. : )
Silly and unproductive hostilities aside, here's a list of features other 2D game
engines have that the löve
framework doesn't, for the sake of argument:
Support for exporting to more platforms: flash, Neko, blackberry, WebOS, ... (consoles even)
Replay recording and playback support
Pathfinding
Advanced debug features and interactive console
Asset management system
Auto-Tiling
Tweening system
Color Transformations, Perspective Projection
Regular Expressions (lua lacks this actually)
XML, JSON, YAML support
Animation System
Gamejolt/kongregate api integration
Advanced inbuilt shapes
Spine integration
Tiled and or Ogmo integration (level editors)
Transition system
Scene/Node system
inbuilt (G)UI
logging
i18n/l13n
Cameras and Viewports
Layers
Classes and Inheritance support
3D support (can be hacked in though)
an IDE
a Graphical Editor
In-App Purchases
Integration with external platforms
...by itself; libraries exist for most of them.
Most of these things are supported by big things like HaxeFlixel or Game Maker, because people don't want to waste time with yak shaving and want to just glue blocks together along with actual assets so they can push out a game... which, of course may be a great hit or just an average release lost in the ocean of mediocrity; it depends on many things.
Löve is very flexible, if you're willing to go the extra mile. Hell, i'm writing non-games with it, because i can. Also, the forums are kinda slow, and sometimes you may need to bump a thread if you don't get an answer in, say, a week or to; you can always visit the IRC room, or the Discord server though.
And yes, maybe people don't really care for skeletal animations. I myself are intrigued with what Emofuri and Live2D are capable of, turning 2D art into pseudo-3D using transformations, but i know i'm not smart enough to create a freeware alternative, so i'm patiently waiting. And yes, skeletal animations are pretty useful for many types of games, like fighting games, for example.
Instead i'm working on implementing old-school Amiga and dos tracker music formats in lua because i want to write a composing software that's marginally unique. Is it slower than if i did it in assembler or C? probably so, but Löve gives me the tools to optimize things, if need be, but more importantly, it eases the pain of implementing a GUI because it already has graphical functions, OpenGL accelerated no less.
Rambling aside, the important part i left for the end: Whether you find a lib, or someone to collaborate on writing one, or find an external software that exports sprite sheets/atlases containing pre-baked move-sets, it will always be your decision.
Oh, and both pixel and skeletal animations can be as smooth as one wants, the latter just exist on the other end of the memory-processing power spectrum.
hasen wrote: ↑Fri Feb 23, 2018 9:00 am
Not sure why later on there was nothing and they weren't updated.
The person writing the lib may have gotten tired of it, or real life things got in the way. And no one else seemed to step up and continue it. Or, alternatively, it may work fine just as it is.