Search found 38 matches

by MasterLee
Sat Mar 25, 2017 1:30 pm
Forum: Support and Development
Topic: Calling other languages from love2d?
Replies: 16
Views: 405

Re: Calling other languages from love2d?

You mean JS surely. That doesn't count - people who write web apps simply have no other choice, on account of JS bring the single supported language. Not only also ActionScript. There are tons of games written in Action Script sometimes converted into desktop games. And yes they had an choice but s...
by MasterLee
Fri Mar 24, 2017 9:18 pm
Forum: Support and Development
Topic: Calling other languages from love2d?
Replies: 16
Views: 405

Re: Calling other languages from love2d?

raidho36 wrote:
Fri Mar 24, 2017 7:07 pm
You mean other than it's the language of choice of many major games and studios and vast multitude of smaller projects*, who are all citing speed, flexibility and ease of use as the reasons? Please.
There are many games written ECMAScript and derivatives.
by MasterLee
Fri Mar 24, 2017 2:19 pm
Forum: Support and Development
Topic: Calling other languages from love2d?
Replies: 16
Views: 405

Re: Calling other languages from love2d?

The link you provided only lists differences, not shortcomings. Ok lats make it short Lua has no native integer support. And the Arrays starting with one are a little bit painful sometimes. For example when you have an canvas of width 800 i goes from 0 to 799 in löve2d but arrays goes from 1 to 800...
by MasterLee
Fri Mar 24, 2017 9:11 am
Forum: Support and Development
Topic: Calling other languages from love2d?
Replies: 16
Views: 405

Re: Calling other languages from love2d?

Lua is already the single best language for this type of job. Source please It's the fastest, most flexible, and easiest to integrate into parent program, which in context of the LOVE framework have already been done for you. Some functionality may be available as a dynamic link library (aka shared...
by MasterLee
Wed Mar 22, 2017 8:29 am
Forum: Support and Development
Topic: is Efficient Tile-based Scrolling the right thing for my game?
Replies: 8
Views: 245

Re: is Efficient Tile-based Scrolling the right thing for my game?

The first point is an solution to archive part of the second point. But only an part the concept of an camera includes so much more possibilities. fisheye lens might be very funny om RTS games ;)
by MasterLee
Wed Mar 22, 2017 8:23 am
Forum: Games and Creations
Topic: Going Home - A Pixelated Horror Game
Replies: 12
Views: 529

Re: Going Home - A Pixelated Horror Game

Yes the game works but i can't the warning anymore because i updated to the latest love version
by MasterLee
Wed Mar 22, 2017 8:18 am
Forum: General
Topic: What code editor do you use ?
Replies: 128
Views: 15827

Re: What code editor do you use ?

gedit
by MasterLee
Mon Mar 20, 2017 6:18 pm
Forum: Games and Creations
Topic: Going Home - A Pixelated Horror Game
Replies: 12
Views: 529

Re: Going Home - A Pixelated Horror Game

Normally the should be a warning the the games uses a different version but i didn't get that warning
by MasterLee
Sun Mar 19, 2017 6:22 pm
Forum: Games and Creations
Topic: Going Home - A Pixelated Horror Game
Replies: 12
Views: 529

Re: Going Home - A Pixelated Horror Game

Ok, now it runs but i didn't get the compatibility warning when i run the first time.
by MasterLee
Sun Mar 19, 2017 5:26 pm
Forum: Games and Creations
Topic: Going Home - A Pixelated Horror Game
Replies: 12
Views: 529

Re: Going Home - A Pixelated Horror Game

Yes i used the .love file on Debian Stretch