So there doesn't appear to be any sort of LÖVE thread. How disappointing.
[B][U]What is LÖVE?[/U][/B]
LÖVE is a a framework that can be used to make games in Lua. It's [I]really[/I] easy to learn and is surprisingly powerful. It's also cross-platform; it works in Windows, Mac, Linux and there's even a semi-working Android client!
[B][U]Facepunch Project List[/U][/B]
[B]Frontier Town[/B] - [I]Frontier Town is a top-down RPG set in a medieval era in which players can take on a multitude of roles within society.[/I] - [URL="http://www.indiedb.com/games/frontier-town"]http://www.indiedb.com/games/frontier-town[/URL] - mcormack1994
[B][U]Links[/U][/B]
[URL="http://love2d.org"]http://love2d.org[/URL] - Official Site
[URL="http://youtube.com/goature"]http://youtube.com/goature[/URL] - Video tutorials for Love2D (he doesn't rlly explain things very well but eh)
Anyway talk about whatever here. Projects / Libraries / "wow this looks terrible" etc.
(also thanks to Tamschi for pointing out that I can just copy reply)
It feels weird to say "I made this with Love."
[QUOTE=Darkwater124;41916578]It feels weird to say "I made this with Love."[/QUOTE]
Check out some of the libraries then. There's one called "hump", one called "LUBE", one called "AnAl" etc.
People who use Love2D are called "lovers".
Hence, "I'm a lover who uses LUBE".
I really like LÖVE, I have been using it for a while to make prototypes and other small programs but recently I developed a Pacman clone, and I am now working on a revamp of my Flash game with it.
[B]Pacman[/B]
[t]http://i.imgur.com/zuuo3Q4.png[/t]
[url]http://imgur.com/a/UAx66[/url]
Which was inspired by this;
[url]http://imgur.com/4tQvNZc[/url]
[B]Frontier Town[/B]
(Image from the Flash version)
[t]http://i.imgur.com/Ewo24Ul.png[/t]
(Try the flash version [URL="http://frontiertownflash.weebly.com"]here[/URL])
I am currently working on this;
[url]http://www.indiedb.com/games/frontier-town[/url]
The name of the framework is LÖVE, not Love2d or löve2d. :(
It's an important detail, I swear!
I've updated the OP, I'm so sorry ;-;
(and now I can't edit the OP to fix the /U] thing)
LÖVE is excellent for beginning game programming. I'm teaching my 11-year old cousin to code games using LÖVE and it works really well.
I really want to learn to code. I think this would be a nice place to start.
If you ever need help with Love, there's always people in #love on OFTC.
[QUOTE=MisterSjeiks;41917917]I really want to learn to code. I think this would be a nice place to start.[/QUOTE]
It is a [I]very[/I] nice place to start.
I've been programming for 8 years this November and I've found Love to be the nicest thing I've come across so far.
Probably one of the best places to start for someone that is both beginning coding and looking to do some game development. This was a huge first stepping stone for me when I started getting into games programming.
I remember lua class implementations pissed me off so my code would be a mix of oop and non-oop. It was a mess.
[url]https://github.com/andrewmcwatters/lclass[/url]
[editline]21st August 2013[/editline]
Doesn't get any easier than that. I actually made this because I was moving away from Source engine development (where I had classes implemented in C for Lua) and needed a class system for LÖVE.
[editline]21st August 2013[/editline]
Example:
[lua]-- inheritance.lua
-- simple class inheritance test
require( "class" )
-------------------------------------------------------------------------------
-- animal
-------------------------------------------------------------------------------
class "animal"
function animal:animal()
self.kingdom = "Animalia"
end
function animal:getKingdom()
return self.kingdom
end
local a = animal()
print( a:getKingdom() )
-------------------------------------------------------------------------------
-- amphibian
-- Base Class: animal
-------------------------------------------------------------------------------
class "amphibian" ( "animal" )
function amphibian:amphibian()
self.kingdom = "Animalia"
self.class = "Amphibia"
end
function amphibian:getClass()
return self.class
end
local a = amphibian()
print( a:getKingdom(), a:getClass() )
[/lua]
I can't remember what it was but the one I used was similar but has a ton of issues. I'm sure it's ok with a decent implementation.
[B]OOP:[/B] [URL="https://github.com/kikito/middleclass"]middleclass[/URL], [URL="http://vrld.github.io/hump/#hump.class"]hump.class[/URL]
[B]Animation[/B]: [URL="https://love2d.org/wiki/AnAL"]AnAL[/URL], [URL="https://github.com/kikito/anim8"]anim8[/URL]
[B]Timing[/B]: [URL="http://vrld.github.io/hump/#hump.timer"]hump.timer[/URL], [URL="https://github.com/kikito/cron.lua"]cron[/URL]
[B]Tweening[/B]: [URL="https://github.com/kikito/tween.lua"]tween[/URL]
[B]Message passing[/B]: [URL="https://github.com/kikito/beholder.lua"]beholder[/URL], [URL="http://vrld.github.io/hump/#hump.signal"]hump.signal[/URL]
[B]Path finding[/B]: [URL="http://love2d.org/wiki/Jumper"]Jumper[/URL]
[B]Sound managing[/B]: [URL="https://love2d.org/wiki/TEsound"]TEsound[/URL]
[B]Networking[/B]: [URL="https://love2d.org/wiki/LUBE"]LUBE[/URL]
[B]Controller support[/B]: [URL="http://love2d.org/forums/viewtopic.php?f=5&t=39984"]xboxlove[/URL]
Those are some of the libraries I've used/am using to work with LÖVE. Maybe this compilation will help some of you when you need to do something related to one of those libraries...
I've been using LÖVE for my last two Ludum Dare projects, and I'm planning on using it this weekend again. It's great for these kind of prototyping projects.
The [url=http://www.love2d.org/wiki/0.9.0]LÖVE 0.9.0 features[/url] are looking great. Is there any sort of timeframe on when they'll release it officially?
[editline]22nd August 2013[/editline]
Forum is acting weird.
[QUOTE=Clavus;41926161]I've been using LÖVE for my last two Ludum Dare projects, and I'm planning on using it this weekend again. It's great for these kind of prototyping projects.
The [url=http://www.love2d.org/wiki/0.9.0]LÖVE 0.9.0 features[/url] are looking great. Is there any sort of timeframe on when they'll release it officially?
[editline]22nd August 2013[/editline]
Forum is acting weird.[/QUOTE]
FTFY
[QUOTE=ZeekyHBomb;41926221]FTFY[/QUOTE]
For some reason my previous post content is blank when I press the edit button. Thought the parsing broke too there for a moment.
[QUOTE=Clavus;41926161]I've been using LÖVE for my last two Ludum Dare projects, and I'm planning on using it this weekend again. It's great for these kind of prototyping projects.
The [url=http://www.love2d.org/wiki/0.9.0]LÖVE 0.9.0 features[/url] are looking great. Is there any sort of timeframe on when they'll release it officially?
[editline]22nd August 2013[/editline]
Forum is acting weird.[/QUOTE]
Soon™. :smile:
But really, probably within a few weeks at the most - aside from a few minor things that need deciding, we just have to make sure the changes specific to SDL2 (they aren't in the main 0.9.0 repository yet) are sane, merge them in, and then bug test it.
Right now you can use (semi-) [url=http://nightly.projecthawkthorne.com]nightly builds[/url] of 0.9.0 which have everything that's in the [url=https://www.love2d.org/wiki/0.9.0]changelog[/url], but everything is still subject to change until it's officially released.
Oh yeah it's not that great atm but I've made an animation library that was originally intended for personal use. Much work is needed.
Currently v0.1, gonna update it tonight most likely. I'm going to try and fix the FPS argument and change that you [I]have[/I] to use subfolders.
[URL="https://dl.dropboxusercontent.com/u/17570838/animate.zip"]CLICKY[/URL]
[B]EDIT:[/B]
Okay here is 0.2. Did the subfolders thing.
[URL="https://dl.dropboxusercontent.com/u/17570838/animate02.zip"]Download[/URL]
[QUOTE=Pebsie;41931313]Oh yeah it's not that great atm but I've made an animation library that was originally intended for personal use. Much work is needed.
Currently v0.1, gonna update it tonight most likely. I'm going to try and fix the FPS argument and change that you [I]have[/I] to use subfolders.
[URL="https://dl.dropboxusercontent.com/u/17570838/animate.zip"]CLICKY[/URL]
[B]EDIT:[/B]
Okay here is 0.2. Did the subfolders thing.
[URL="https://dl.dropboxusercontent.com/u/17570838/animate02.zip"]Download[/URL][/QUOTE]
This is incredibly expensive. It's much wiser to use sprite sheets for a reason.
[QUOTE=acpm;41932265]This is incredibly expensive. It's much wiser to use sprite sheets for a reason.[/QUOTE]
Ehh, it works.
I only made it for my OGAM project.
I am gonna change the way that it draws, though, so that it doesn't create a new image every draw.
My SuperChip emulator:
[t]https://dl.dropboxusercontent.com/u/5527081/schip.jpg[/t]
The code desperately needs to be split into separate files and I will probably change the huge if/elseif statement into a table of functions
[URL="https://dl.dropboxusercontent.com/u/5527081/SCHIP8.zip"]Download[/URL]
I included the luaJIT version of LOVE since its much faster and it includes a bitwise module
[QUOTE=techtuts0;41933033]My SuperChip emulator:
[t]https://dl.dropboxusercontent.com/u/5527081/schip.jpg[/t]
The code desperately needs to be split into separate files and I will probably change the huge if/elseif statement into a table of functions
[URL="https://dl.dropboxusercontent.com/u/5527081/SCHIP8.zip"]Download[/URL]
I included the luaJIT version of LOVE since its much faster and it includes a bitwise module[/QUOTE]
Wow that's rlly neat.
[QUOTE=thf;41917587]LÖVE is excellent for beginning game programming. I'm teaching my [B]11-year old cousin[/B] to code games using LÖVE and it works really well.[/QUOTE]
Great, now I have no excuses
12 HOURS REMAIN
[editline]23rd August 2013[/editline]
ludum dare yo
Is there anyway to make a client AND server inside a single love instance?
Like you would with a listen server in gmod, or is that basically impossible cause sockets blocking/not threaded and all that?
I know they change sockets in 0.9.0, not sure if that's possible.
[QUOTE=Drak_Thing;41943109]Is there anyway to make a client AND server inside a single love instance?
Like you would with a listen server in gmod, or is that basically impossible cause sockets blocking/not threaded and all that?
I know they change sockets in 0.9.0, not sure if that's possible.[/QUOTE]
It's possible. What you can do is use a gamestate library and add a button that sends you to the "serverhost" state if you want to host a server, or if you click the "join" button then it will send you to the "clientconnect" state. And inside each of those states you have different code depending if it is hosting or joining.
[QUOTE=Drak_Thing;41943109]Is there anyway to make a client AND server inside a single love instance?
Like you would with a listen server in gmod, or is that basically impossible cause sockets blocking/not threaded and all that?
I know they change sockets in 0.9.0, not sure if that's possible.[/QUOTE]
they way I've done it previously just meant that a player electing to host a game enables the host half of the networking code as well as the client (which would then connect to the host via loopback), while players clicking join would not activate the host portion and instead would connect as clients to the specified host.
Ludum Dare yay
[img]https://dl.dropboxusercontent.com/u/11217331/screens/bomb.gif[/img]
Original idea do not steal.
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