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Re:LÖVE 0.10 released with iOS and Android support by eljimmy on Tuesday December 22, 2015 @07:50PM (#10781383)
Anyone got any games written using LÖVE to show HN?
Re:LÖVE 0.10 released with iOS and Android support by josefnpat on Wednesday December 23, 2015 @03:25AM (#10782471)
Re:LÖVE 0.10 released with iOS and Android support by Mithaldu on Thursday December 24, 2015 @12:58AM (#10787291)
Why did you disable fullscreening the youtube video on the page of Collider?
Re:LÖVE 0.10 released with iOS and Android support by josefnpat on Thursday December 24, 2015 @05:00AM (#10787709)
I don't control the youtube video, but I will message the fellow that does!
Re:LÖVE 0.10 released with iOS and Android support by shuzchen on Tuesday December 22, 2015 @09:15PM (#10781634)
When I had spare time I was working on a Terraria-inspired game. Here's a sample video of how far I got: https://www.youtube.com/watch?v=clxX8QZonL4 with the code here: https://bitbucket.org/sirpengi/lua_lovestory/src/tip?at=defa...

I ended up using luajit FFI to call into C to calculate lighting. I wonder what the FFI support is on the android/ios ports.

Re:LÖVE 0.10 released with iOS and Android support by talles on Tuesday December 22, 2015 @09:24PM (#10781656)
I love pet projects, specially little games (have made some with SDL in the past).

I don't know how Terraria does it (never played) but I suggest you that you only moved the camera when it's necessary (instead of keeping the character in the center literally always). The camera jumping along with the character might even let the player dizzy...

Re:LÖVE 0.10 released with iOS and Android support by coldpie on Wednesday December 23, 2015 @08:55AM (#10783240)
For entirely too many words about the various types of camera systems used in 2D games, see: https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdH...
Re:LÖVE 0.10 released with iOS and Android support by talles on Wednesday December 23, 2015 @12:44PM (#10784481)
That's some invaluable info. Thanks!
Re:LÖVE 0.10 released with iOS and Android support by pwiecz on Wednesday December 23, 2015 @04:41AM (#10782651)
https://youtu.be/pdvCO97jOQk around 7:30 shows how camera in terraria works :)
Re:LÖVE 0.10 released with iOS and Android support by avel on Tuesday December 22, 2015 @10:53PM (#10781851)
There is this: https://projecthawkthorne.com/ which is based on an episode of the TV show Community.

It is open-source and based on community effort. https://www.reddit.com/r/hawkthorne https://github.com/hawkthorne/hawkthorne-journey

Re:LÖVE 0.10 released with iOS and Android support by no_news_is on Wednesday December 23, 2015 @10:22AM (#10783702)
Came here to say this.
Re:LÖVE 0.10 released with iOS and Android support by kneeko on Tuesday December 22, 2015 @09:09PM (#10781618)
I made oh my giraffe [1] in LÖVE and released it for iOS and Android using these ports.

[1] http://www.ohmygiraffe.com

Re:LÖVE 0.10 released with iOS and Android support by eggy on Wednesday December 23, 2015 @12:38AM (#10782153)
Very simple but beautiful! The LÖVE wiki on the Android port has an example of running from adb, but how did you create and apk for your Android port?
Re:LÖVE 0.10 released with iOS and Android support by kneeko on Wednesday December 23, 2015 @12:50AM (#10782176)
Thank you! This page has documentation for packaging an apk: https://bitbucket.org/MartinFelis/love-android-sdl2/wiki/Gam...
Re:LÖVE 0.10 released with iOS and Android support by blinduck on Tuesday December 22, 2015 @11:13PM (#10781911)
That is really cute. I think this is a really well done landing page.
Re:LÖVE 0.10 released with iOS and Android support by andrewmcwatters on Tuesday December 22, 2015 @09:42PM (#10781700)
Re:LÖVE 0.10 released with iOS and Android support by ftranformer on Wednesday December 23, 2015 @01:41AM (#10782284)
A while back - I made an AI simulation with one of my friends for boid simulation using various path-finding algorithms on procedurally generated roads!

Photo: http://shakilthakur.com/content/images/2014/11/Screen-Shot-2...

Github: https://github.com/FourierTransformer/Boid_Racers

Re:LÖVE 0.10 released with iOS and Android support by tbmatuka on Wednesday December 23, 2015 @06:14AM (#10782848)
I started working on a snood clone. It's' still unfinished, but I've spent countless hours playing it mindlessly:

https://www.tbmatuka.com/blog/2014-05-31

https://github.com/tbmatuka/hennin

If anyone would like to knock a thing or two off the ToDo list, I'd appreciate it :)

Re:LÖVE 0.10 released with iOS and Android support by leni536 on Wednesday December 23, 2015 @02:32AM (#10782383)
Not mine, but one of my favorite games:

http://stabyourself.net/mari0/

Re:LÖVE 0.10 released with iOS and Android support by farzher on Wednesday December 23, 2015 @12:48PM (#10784509)
We're using LÖVE for Pocket Rumble

The game supports lag-free rollback netplay using GGPO, and Steam matchmaking with ELO leaderboards

And since LÖVE uses lua, mod support is no problem to implement, so we'll have steam workshop support too (It's not released on Steam yet but will be soon!)

https://www.youtube.com/watch?v=EL63nVwisAs

Re:LÖVE 0.10 released with iOS and Android support by fiblye on Wednesday December 23, 2015 @04:17AM (#10782587)
I released a game called Aerannis a while back.

http://store.steampowered.com/app/356580/

Re:LÖVE 0.10 released with iOS and Android support by nunodonato on Wednesday December 23, 2015 @04:09AM (#10782566)
all my games were done in Love. My latest one: http://bitoutsidethebox.com/autumn/
Re:LÖVE 0.10 released with iOS and Android support by cromo on Wednesday December 23, 2015 @10:56AM (#10783862)
A friend and I made a game for the most recent Ludum Dare using LÖVE. It's a top-down racer: https://github.com/zeta0134/ludum-dare-34