Löve IDE *BETA* [not written in löve, but for it!]

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Robin
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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by Robin » Fri Jul 09, 2010 8:33 pm

Damn. I knew I shouldn't have said anything about Lisp. I was first going to say "virtual machine in Lisp", but then I thought, "neh, someone will probably mention some early VM written in Lisp"...

Lisp is just too awesome.
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orange451
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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by orange451 » Fri Jul 09, 2010 10:23 pm

Can we get back on topic?

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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by Robin » Fri Jul 09, 2010 11:07 pm

orange451 wrote:Can we get back on topic?
I would, but Lisp is just too awesome.

I'm on Linux, so I can't try your IDE, unfortunately.
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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by orange451 » Sat Jul 10, 2010 12:36 am

use wine?

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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by vrld » Sat Jul 10, 2010 10:13 am

I'm a linux, and I use this Makefile:

Code: Select all

love = ../love        # path to love binary
zip = /usr/bin/zip    # path to zip binary
luac = /usr/bin/luac  # path to luac for syntax chacking

# Name of the game.
game = yanaw
# List of source files. You may use wildcards...
sources = *.lua */*.lua
res =  images/* fonts/* sound/*

.PHONY : run
run : test $(game).love
    $(love) $(game).love

.PHONY : test
test : 
    $(luac) -p $(sources)

.PHONY : love
love : $(game).love

$(game).love : $(sources)
    $(zip) $(game).love $(sources)

.PHONY : clean
clean :
    rm $(game).love
So in vim, I can just hit F5 and the game is packed and then run.

Also, LISP rocks! Learn it here: http://www.gigamonkeys.com/book/ -- you will write a shoutcast server and other stuff...

Edit: Better Makefile. Now you can type 'make love'. But beware, it often says: "make: Nothing to be done for `love'." :(
Last edited by vrld on Sat Jul 10, 2010 3:07 pm, edited 1 time in total.
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Luiji
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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by Luiji » Sat Jul 10, 2010 2:46 pm

http://start.mit.edu/: Behold, a web application that is a natural language parser. It's written in Scheme (LISP sub-dialect).

It's weird to use a game engine to make an IDE.
It's weird to use a game engine to make an IDE for a different game engine.

GameMaker only works on Windows (and WINE, Windows Is Now Emulated, or as it is now called due to a seize and desist, Wine Is Not an Emulator), however I hear they are starting to work on ports to Mac OS/X and Linux.
Good bye.

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orange451
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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by orange451 » Sat Jul 10, 2010 3:22 pm

Luiji wrote:http://start.mit.edu/: Behold, a web application that is a natural language parser. It's written in Scheme (LISP sub-dialect).

It's weird to use a game engine to make an IDE.
It's weird to use a game engine to make an IDE for a different game engine.

GameMaker only works on Windows (and WINE, Windows Is Now Emulated, or as it is now called due to a seize and desist, Wine Is Not an Emulator), however I hear they are starting to work on ports to Mac OS/X and Linux.
The mac version is already done. I haven't heard anything about it being worked on for linux though.

But can anyone actually give feedback about the IDE?

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Luiji
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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by Luiji » Sat Jul 10, 2010 4:08 pm

Well, we are commenting on the IDE in the fact that we somewhat dislike the usage of GameMaker to create it. Most importantly, it's not nearly as cross-platform as LOVE, which is depressing.

I'd run it, but I don't trust anything that isn't free software anymore (GNU sort of messed me up in that respect).
Good bye.

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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by vrld » Sat Jul 10, 2010 4:24 pm

orange451 wrote:But can anyone actually give feedback about the IDE?
Can do:

I started it up and got confused. My though process did go something like this (sorry if this sounds harsh):

Does the love.load() on top mean i can only edit love.load() -- apart from doing something like

Code: Select all

end
function love.draw() foo(bar) end
Ah ok, I have to click "Event" to change function stuff...
Does it get closed automatically, i.e. is a end automatically put at the end of the white text box? What happens if I put end on top and define a love.draw()? I want more control! Why not just add functions stubs in the editor window?
The completion thing is ok, but not usable. I have to move the mouse too much. Also, I want tab-completion.
Why can't I edit multiple files?

At this point the IDE does not seem like an IDE but a better text-editor to me. My vim-setup is superior to that.

Adding a code browser and tabs or something like that would be a nice feature though.
I have come here to chew bubblegum and kick ass... and I'm all out of bubblegum.

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orange451
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Re: Löve IDE *BETA* [not written in löve, but for it!]

Post by orange451 » Sat Jul 10, 2010 8:27 pm

vrld wrote:
Ah ok, I have to click "Event" to change function stuff...
Does it get closed automatically, i.e. is a end automatically put at the end of the white text box? What happens if I put end on top and define a love.draw()? I want more control! Why not just add functions stubs in the editor window?
The completion thing is ok, but not usable. I have to move the mouse too much. Also, I want tab-completion.
Why can't I edit multiple files?

At this point the IDE does not seem like an IDE but a better text-editor to me. My vim-setup is superior to that.

Adding a code browser and tabs or something like that would be a nice feature though.
Yes, all functions get automatically closed. If you were to place an "end" at the start of it (and define another function) it will change it to that new function.

Would it be good if I had when you choose an event from the event button, it actually adds that to the editor?

How is the completion not usable?

You can't edit multiple files, because... well... I haven't made it do that. don't worry though, I will add this ability in the next version.

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