Search found 29 matches

by osa1
Mon Sep 14, 2015 2:35 am
Forum: Games and Creations
Topic: Game done in 9 days: Disposable
Replies: 18
Views: 10479

Re: Game done in 9 days: Disposable

I usually just lurk around, try some games without saying anything, but I had to login just for this game, because I have to express how awesome this game is. This games needs to be a full game!
by osa1
Mon Feb 03, 2014 5:51 am
Forum: General
Topic: Why not distribute statically linked binaries for Linux?
Replies: 4
Views: 3537

Re: Why not distribute statically linked binaries for Linux?

Hi Inny, The problem is not with distributing the game, the problem is I can't compile Love 0.9 with LuaJIT to use it myself. I remember wasting several hours trying to compile Love 0.8 too. In Love 0.9 situation is even worse though, because currently I can't compile even with standard Lua distribu...
by osa1
Sun Feb 02, 2014 8:53 pm
Forum: General
Topic: Why not distribute statically linked binaries for Linux?
Replies: 4
Views: 3537

Why not distribute statically linked binaries for Linux?

Hi guys, I'm wondering how hard would it be to distribute statically linked binaries(with LuaJIT) for 32bit and 64bit Linux. I'm having a lot of problems compiling Love 0.9 with LuaJIT(I also had a lot of problems with previous version but somehow managed it). Or can anyone at least link everything ...
by osa1
Tue Dec 10, 2013 3:15 pm
Forum: General
Topic: Using Löve2D as C++ library
Replies: 2
Views: 3941

Using Löve2D as C++ library

Hello everyone,

It should be possible to use Löve2D as a C++ library, but I was wondering if anyone else here has tried that, and if so, how was your experience? I'm also looking for code examples for setting callbacks and main loop etc.

Any helps would be appreciated ..
by osa1
Sat Jun 08, 2013 6:35 pm
Forum: Libraries and Tools
Topic: [not a game] lcl - lua container library
Replies: 0
Views: 1880

[not a game] lcl - lua container library

Hi all, I wrote a library that enables C++ containers to be used in Lua interpreters, which means this is also works for Love2D (see tests folder in github repo). You can see the library here: https://github.com/osa1/lcl And here's a blog post about it: http://osa1.net/posts/2013-06-08-lcl-and-one-d...
by osa1
Mon Apr 15, 2013 4:31 pm
Forum: Ports
Topic: [javascript]Luv.js
Replies: 36
Views: 34503

Re: [javascript]Luv.js

Do you have any plans on adding love.physics module? I think we can implement it using this https://code.google.com/p/box2d-html5/ or any other good physics engines.

I can help for implementation.
by osa1
Mon Apr 15, 2013 8:29 am
Forum: Ports
Topic: [javascript]Luv.js
Replies: 36
Views: 34503

Re: [javascript]Luv.js

I use vim, with the comments turned on. Once you get comfortable with vim movement commands, moving around from one function to the next is fast. That said, getting used to vim is a huge investment in time.
Heh. I'm a vim user too, here's my config: https://github.com/osa1/rcbackup

^^
by osa1
Sun Apr 14, 2013 12:37 pm
Forum: Ports
Topic: [javascript]Luv.js
Replies: 36
Views: 34503

Re: [javascript]Luv.js

Thant's really helpful, thanks!

What editor/IDE are you using that have comment hiding ? Or are you programming with that huge blocks of comments ?
by osa1
Sun Apr 14, 2013 9:51 am
Forum: Ports
Topic: [javascript]Luv.js
Replies: 36
Views: 34503

Re: [javascript]Luv.js

I realized that, one of the reasons I'm using luv.js is that it's simple and small, so that I can dive into the source and understand what's happening quickly(on a side note: I really hate literal programs, my editor doesn't have comment hiding option). My game's drawing parts are simple and no inpu...
by osa1
Sun Apr 14, 2013 9:43 am
Forum: General
Topic: What code editor do you use ?
Replies: 195
Views: 296118

Re: What code editor do you use ?

I'm using (g)Vim since the day I started programming(which was ~3 years ago), and now I can't type with anything else :3