LÖVE 0.10 released with iOS and Android support
love2d.org
love2d.org
This is fantastic, and LOVE/Lua is really fun to work with, I highly recommend this framework.
As an aside, I'd like to plug a Lua library I have nothing to do with called middleclass [1]. I've used it with LÖVE and it's handy for game dev!
Continuing the list of 'handy little Lua libraries that others in this thread might be interested in', I'll add that I think that a lot of newcomers to Lua from languages like Ruby and Python might enjoy having lua-enumerable around as well, which provides a set of enumerable ops that fit in quite well with Lua's tables .. check it out:
https://github.com/mikelovesrobots/lua-enumerable
Hanappes' got a few nice Lua classes in its lang folder too:
https://github.com/makotok/Hanappe/tree/master/projects/hana...
Useful for newcomers to Lua and pro's alike, imho ..
> Note: the JIT compiler is disabled for iOS, because regular iOS Apps are not allowed to generate code at runtime. You'll only get the performance of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but much slower than the JIT compiler. Please complain to Apple, not me. Or use Android. :-p
I ended up using luajit FFI to call into C to calculate lighting. I wonder what the FFI support is on the android/ios ports.
I don't know how Terraria does it (never played) but I suggest you that you only moved the camera when it's necessary (instead of keeping the character in the center literally always). The camera jumping along with the character might even let the player dizzy...
It is open-source and based on community effort. https://www.reddit.com/r/hawkthorne https://github.com/hawkthorne/hawkthorne-journey
Photo: http://shakilthakur.com/content/images/2014/11/Screen-Shot-2...
http://missingsentinelsoftware.com/
Most notably:
http://josefnpat.itch.io/xapalus-deluxe http://josefnpat.itch.io/mass-warfare http://josefnpat.itch.io/judgementarena http://hdfgame.com/ http://www.collidergame.com/
https://www.tbmatuka.com/blog/2014-05-31
https://github.com/tbmatuka/hennin
If anyone would like to knock a thing or two off the ToDo list, I'd appreciate it :)
The game supports lag-free rollback netplay using GGPO, and Steam matchmaking with ELO leaderboards
And since LÖVE uses lua, mod support is no problem to implement, so we'll have steam workshop support too (It's not released on Steam yet but will be soon!)
> "Lua" (pronounced LOO-ah) means "Moon" in Portuguese. As such, it is neither an acronym nor an abbreviation, but a noun. More specifically, "Lua" is a name, the name of the Earth's moon and the name of the language. Like most names, it should be written in lower case with an initial capital, that is, "Lua". Please do not write it as "LUA", which is both ugly and confusing, because then it becomes an acronym with different meanings for different people. So, please, write "Lua" right!
So performance is good.
But no one's really bothered because Love is best at prototyping than actually releasing games, and performance is "good nuff" at this point in time anyway.
The Lua reference manual is also very approachable.
http://tylerneylon.com/a/learn-lua/
http://phrogz.net/lua/LearningLua_FromJS.html
http://lua-users.org/wiki/TutorialDirectory
That being said, Corona SDK is probably more mature for mobile. Personally I prefer LÖVE because of the fast iteration cycle do to local builds (Corona SDK builds the game on their servers).
You can also use the "viewer" tool to sync your project with a application shell on the device via dropbox.
Love has minimal bindings, basically only enough to make use of most of SDL and OpenGL. It lacks all of the native and GUI support of Corona (except where you write your own C bindings... have fun with that, I suppose.)
Udacity has Nanodegree using it: https://www.udacity.com/course/mobile-2d-game-developer-nano...
Disclaimer: I'm writing a game using LibGDX.
Is that still around?
I would guess not everyone will be okay with their artwork, sound files and other resources being available so easily.
I think if developers aren't okay with their resources being that available, they probably don't look at using frameworks like this.
It should be a click-away to run a LÖVE game in your browser. Its not. A few good prototypes have been made, but they are all abandoned? :(
(And we're about to do a new release of MOAI soon too..)
What is LÖVE?