Page 2 of 3

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

Posted: Fri Jul 09, 2010 8:33 pm
by Robin
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.

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

Posted: Fri Jul 09, 2010 10:23 pm
by orange451
Can we get back on topic?

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

Posted: Fri Jul 09, 2010 11:07 pm
by Robin
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.

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

Posted: Sat Jul 10, 2010 12:36 am
by orange451
use wine?

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

Posted: Sat Jul 10, 2010 10:13 am
by vrld
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'." :(

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

Posted: Sat Jul 10, 2010 2:46 pm
by Luiji
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.

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

Posted: Sat Jul 10, 2010 3:22 pm
by orange451
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?

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

Posted: Sat Jul 10, 2010 4:08 pm
by Luiji
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).

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

Posted: Sat Jul 10, 2010 4:24 pm
by vrld
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.

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

Posted: Sat Jul 10, 2010 8:27 pm
by orange451
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.