Optikon: A WYSIWYG Level Designer for LÖVE

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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FloatingBanana
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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by FloatingBanana » Tue May 05, 2020 3:59 pm

Where is the 32-bit version?

Code: Select all

if anyMistake(self.english) then
    print("Sorry, english is not my first language")
end

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D0NM
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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by D0NM » Fri May 15, 2020 10:01 am

It is always nice to see an update!
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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by Optikon » Fri May 15, 2020 6:14 pm

D0NM wrote:
Fri May 15, 2020 10:01 am
It is always nice to see an update!
Thanks D0NM. More to come soon. Email your feature requests to [email protected]
Last edited by Optikon on Sat May 16, 2020 9:15 pm, edited 2 times in total.
Optikon Level Designer - A simple and intuitive WYSIWYG visual level designer for LÖVE that does all the basic Lua coding for you

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FloatingBanana
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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by FloatingBanana » Fri May 15, 2020 10:05 pm

Optikon wrote:
Fri May 15, 2020 6:14 pm
Here you go: http://optikon.co.uk/optikoninstaller.exe
This link is not working, error 404

Code: Select all

if anyMistake(self.english) then
    print("Sorry, english is not my first language")
end

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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by Optikon » Sat May 16, 2020 6:38 pm

FloatingBanana wrote:
Fri May 15, 2020 10:05 pm
Optikon wrote:
Fri May 15, 2020 6:14 pm
Here you go: http://optikon.co.uk/optikoninstaller.exe
This link is not working, error 404
Sorry FloatingBanana. This will work:

http://optikon.co.uk/version/OptikonInstaller.exe

If you encounter any issues, let me know.
Optikon Level Designer - A simple and intuitive WYSIWYG visual level designer for LÖVE that does all the basic Lua coding for you

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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by Optikon » Mon May 25, 2020 11:34 pm

Hi guys

We've just rolled out another update:

- Edit text components after placement;
- Specify the color of text in text components;
- Edit images assigned to image components using any installed image editor on your machine;
- You can now get Optikon to back-up your saves;
- Fix for the 'duplicate component' bug
- Stability improvements for Optikon in WINE on Linux and MacOS.

What's coming?
-File browser and better file management for LOVE Lua projects;
-Improvements to Lua generated code;
-Support for plugins;
-Easy image component animations;
-Run level on connected Android device from PC.

Optikon is intuitive, easy to use and fast. Check out this video to see how easy it is to build a level in Optikon for the LÖVE 2D framework:

Optikon Level Designer - A simple and intuitive WYSIWYG visual level designer for LÖVE that does all the basic Lua coding for you

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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by steVeRoll » Wed May 27, 2020 7:30 pm

I don't think you should be calling this a "level designer." If anything, it should be called a game engine based on löve.
'Tiled', for example, is a general-purpose level editor because it eventually exports to level files, and the programmer can choose how to interpret the data in those files.
Here, however, the game exports straight to a main.lua file with all the love callbacks, and puts all the components into global variables. It's very difficult to incorporate this into an actual game (if you want your game to be anything more than the single level you made) - you'd have to intentionally change the file that the program gave you. And not to mention that you'll have to do this each time you export your level again.
I just don't see much purpose in a "level designer for löve." The 'magic' of löve is that it's a framework, not an engine, which allows users to design their game in any way they wish. But, with the way Optikon outputs its levels, it forces the user to design their game in the format that Optikon outputs, whether they like it or not.

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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by Whatthefuck » Thu May 28, 2020 11:15 am

steVeRoll wrote:
Wed May 27, 2020 7:30 pm
The 'magic' of löve is that it's a framework, not an engine, which allows users to design their game in any way they wish. But, with the way Optikon outputs its levels, it forces the user to design their game in the format that Optikon outputs, whether they like it or not.
you are contradicting yourself right there. good job.

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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by zorg » Thu May 28, 2020 4:07 pm

Whatthefuck wrote:
Thu May 28, 2020 11:15 am
steVeRoll wrote:
Wed May 27, 2020 7:30 pm
The 'magic' of löve is that it's a framework, not an engine, which allows users to design their game in any way they wish. But, with the way Optikon outputs its levels, it forces the user to design their game in the format that Optikon outputs, whether they like it or not.
you are contradicting yourself right there. good job.
No fighting meaningless battles over terminology and nomenclature now, please :3
Although, i will say, i don't see the contradiction myself with that specific part.
Me and my stuff :3True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.

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Re: Optikon: A WYSIWYG Level Designer for LÖVE

Post by 4vZEROv » Thu May 28, 2020 7:59 pm

steVeRoll wrote:
Wed May 27, 2020 7:30 pm
Don't be so aggressive.

One valid criticism is that it force to input a certain format of code.
As a user I would like to be able to modify how the code is generated to fit my needs, because everybody has it's own custom code habits.

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