Search found 13 matches

by Radfordhound
Tue Apr 07, 2015 11:06 pm
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

Btw. did you saw this Overlap2d tool? http://www.gamefromscratch.com/post/2015/04/02/Overlap2D-a-LibGDX-based-UILevel-Editor-goes-open-source.aspx A full blown Editor. Now just add a Love2D script Editor to it and write an Love2D runtime to load and play this levels. Wonderful tool, indeed! It's a ...
by Radfordhound
Wed Apr 01, 2015 2:56 am
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

Its the 31st let's start programming Radfordhound. Sorry for not responding! (For some reason I didn't see your post even though I refreshed the page just a few hours ago! O.o) The poll hasn't ended yet! ;) (Though trust me. We'll start coding. I'm waiting patiently in front of my PC till' midnight...
by Radfordhound
Wed Mar 25, 2015 10:13 pm
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

Now you are right. Yes indeed I suggest this, because I know how much work all this can be. But of couse, if your target Audience are Kids, GoDot is 'maybe' to heavy. From this view I understand your aim to create your own much simpler GUI (more GameMaker oriented). You still need to seperate Edito...
by Radfordhound
Wed Mar 25, 2015 5:31 am
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

Voted for using custom GUI because not even your editor will use it, but you can give game makers possibility to use this GUI system in their own games (if you'll implement skinning feature). Two birds with one rock. More. You'll have control over progress of your own GUI library. By the way, what ...
by Radfordhound
Wed Mar 25, 2015 12:44 am
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

I think a better question will be who will contribute if you start it using a certain method Yeah, that definitely is a good question. :3 Though as long as I make it in Lua, I think we'll get a lot of contributors considering they already know the language. ;) I'd personally prefer to make it in C#...
by Radfordhound
Tue Mar 24, 2015 7:43 pm
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

IMPORTANT: Seems like a lot of you all have various wonderful ideas on how the engine should be programmed! Huge thanks for contributing in this way! :awesome: Since there are multiple ways to do this, I constructed a small poll here: http://www.poll-maker.com/poll274304xDfB94E3a-10 and would love ...
by Radfordhound
Mon Mar 23, 2015 7:18 am
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

:3 That's cool! But there does have a lot of works wating you... Thanks! :) Am I the only one who thinks love game maker should be made in lua? Nope. There's one more. I would imagine the contributions for a lua based one will be a lot more. Hardly anyone here can write c# Not only that, but C#... ...
by Radfordhound
Thu Mar 19, 2015 11:35 pm
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

purplehuman wrote:I haven't tried it, but from what you told, I can see it attracting beginners. Good luck.
Thank you! :awesome:
by Radfordhound
Thu Mar 19, 2015 2:52 am
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

How will it make the executables? I mean will it require LÖVE to be installed, or will you distribute LÖVE in it? Is it going to make executables, or just create the love archive? Could you add a way to obfuscate the code for people who want it (I don't)? Just curious. I'm trying to figure out what...
by Radfordhound
Wed Mar 18, 2015 8:48 pm
Forum: Libraries and Tools
Topic: Love Game Maker
Replies: 39
Views: 25007

Re: Love Game Maker

I have to admit that I didn't read everything in this topic but I get your idea. When it comes to frameworks and game engines there is always a tradeoff between ease of use and power. I used to think that the more high level a framework is the better. Sprites, layers, collisions etc, initially it m...