#love2d — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #love2d, aggregated by home.social.
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I've been quietly working on a dungeon crawler called Hollow Song for the past two months. It's my little passion project where I experiment, learn, and slowly bring ideas to life. So far it has 4 playable classes, plenty of enemies, items, and 2 boss fights. Still a long way to go, but I'm enjoying every step of the journey. 🎮 #gamedev #indiedev #love2d
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I like this google work!
#animation #love2d -
I was interested in patching SDL because I wanted to make some *games* for multiple mice/keyboards using the https://love2d.org game engine!
Here's my patches that add multi-seat support: https://github.com/blinry/love/tree/multi-seat
And here's a physics playground made with it: https://codeberg.org/blinry/love-multi-seat-physics (I used #nix to package the patched libraries in a reproducible way.)
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I was interested in patching SDL because I wanted to make some *games* for multiple mice/keyboards using the https://love2d.org game engine!
Here's my patches that add multi-seat support: https://github.com/blinry/love/tree/multi-seat
And here's a physics playground made with it: https://codeberg.org/blinry/love-multi-seat-physics (I used #nix to package the patched libraries in a reproducible way.)
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I was interested in patching SDL because I wanted to make some *games* for multiple mice/keyboards using the https://love2d.org game engine!
Here's my patches that add multi-seat support: https://github.com/blinry/love/tree/multi-seat
And here's a physics playground made with it: https://codeberg.org/blinry/love-multi-seat-physics (I used #nix to package the patched libraries in a reproducible way.)
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I was interested in patching SDL because I wanted to make some *games* for multiple mice/keyboards using the https://love2d.org game engine!
Here's my patches that add multi-seat support: https://github.com/blinry/love/tree/multi-seat
And here's a physics playground made with it: https://codeberg.org/blinry/love-multi-seat-physics (I used #nix to package the patched libraries in a reproducible way.)
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I was interested in patching SDL because I wanted to make some *games* for multiple mice/keyboards using the https://love2d.org game engine!
Here's my patches that add multi-seat support: https://github.com/blinry/love/tree/multi-seat
And here's a physics playground made with it: https://codeberg.org/blinry/love-multi-seat-physics (I used #nix to package the patched libraries in a reproducible way.)
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Classic #gamedev woes.
Your fancy 16-bit style Rotisserie Concorde works perfectly at 1X resolution, but the moment you scale it up it starts rendering would-be subpixels
#love2D has been a joy to use but it's hilarious how, for common of a trope as the retro platformer is, there seems no such thing as something that will take a low resolution viewport and run with it.
So frustrating.
Has anyone ever figured out how to make games for M2's fictional Sega Mark IV yet? Coz all we really want is a bloody megadrive that's widescreen and has a modicum of scale/rotation on it.
EDIT: now with the actual footage.
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Classic #gamedev woes.
Your fancy 16-bit style Rotisserie Concorde works perfectly at 1X resolution, but the moment you scale it up it starts rendering would-be subpixels
#love2D has been a joy to use but it's hilarious how, for common of a trope as the retro platformer is, there seems no such thing as something that will take a low resolution viewport and run with it.
So frustrating.
Has anyone ever figured out how to make games for M2's fictional Sega Mark IV yet? Coz all we really want is a bloody megadrive that's widescreen and has a modicum of scale/rotation on it.
EDIT: now with the actual footage.
-
Classic #gamedev woes.
Your fancy 16-bit style Rotisserie Concorde works perfectly at 1X resolution, but the moment you scale it up it starts rendering would-be subpixels
#love2D has been a joy to use but it's hilarious how, for common of a trope as the retro platformer is, there seems no such thing as something that will take a low resolution viewport and run with it.
So frustrating.
Has anyone ever figured out how to make games for M2's fictional Sega Mark IV yet? Coz all we really want is a bloody megadrive that's widescreen and has a modicum of scale/rotation on it.
EDIT: now with the actual footage.
-
Classic #gamedev woes.
Your fancy 16-bit style Rotisserie Concorde works perfectly at 1X resolution, but the moment you scale it up it starts rendering would-be subpixels
#love2D has been a joy to use but it's hilarious how, for common of a trope as the retro platformer is, there seems no such thing as something that will take a low resolution viewport and run with it.
So frustrating.
Has anyone ever figured out how to make games for M2's fictional Sega Mark IV yet? Coz all we really want is a bloody megadrive that's widescreen and has a modicum of scale/rotation on it.
EDIT: now with the actual footage.
-
Classic #gamedev woes.
Your fancy 16-bit style Rotisserie Concorde works perfectly at 1X resolution, but the moment you scale it up it starts rendering would-be subpixels
#love2D has been a joy to use but it's hilarious how, for common of a trope as the retro platformer is, there seems no such thing as something that will take a low resolution viewport and run with it.
So frustrating.
Has anyone ever figured out how to make games for M2's fictional Sega Mark IV yet? Coz all we really want is a bloody megadrive that's widescreen and has a modicum of scale/rotation on it.
EDIT: now with the actual footage.
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@sarahjamielewis @cupz I think this is the most viable way forward. Favor all those simpler protocol such as #geminiprotocol #gopher #spartanprotocol scorpion and many others. There are tons of independent browsers there, someone could even build their own in a relatively short time. The maintenance burden would never be as insane as those "modern" web browsers.
And in the meantime, as @foolishowl said, push for simpler websites that can work on truly independent browsers such as @dillo and #netsurf. Make sure they work well with #offpunk as well (it also works on gemini and gopher along with the web). And as a bonus, if your website is simple, cross publishing to other simpler protocol becomes trivial.
You need web apps? Go back to native (they usually tend to be faster and less resource intensive than those electron apps anyway). Not only that but there are also great FOSS game engines that can definitely be used to build apps as well such as #raylib #love2d and @godot.
I didn't realize it's gotten that bad that fast with the browser situation... But it was a long time coming with the consolidation of engines within a small number of corporations. I think we slept on it for too long, maybe instead of struggling to hardfork and maintain an insanely complex web browser, we should start actively pushing for a great digital transition by leaving the modern web behind and building a saner and less centralized ecosystem on top of internet. I think that if there is a coordinated effort for this, this is more achievable and will result in a much brighter future for the internet.
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@sarahjamielewis @cupz I think this is the most viable way forward. Favor all those simpler protocol such as #geminiprotocol #gopher #spartanprotocol scorpion and many others. There are tons of independent browsers there, someone could even build their own in a relatively short time. The maintenance burden would never be as insane as those "modern" web browsers.
And in the meantime, as @foolishowl said, push for simpler websites that can work on truly independent browsers such as @dillo and #netsurf. Make sure they work well with #offpunk as well (it also works on gemini and gopher along with the web). And as a bonus, if your website is simple, cross publishing to other simpler protocol becomes trivial.
You need web apps? Go back to native (they usually tend to be faster and less resource intensive than those electron apps anyway). Not only that but there are also great FOSS game engines that can definitely be used to build apps as well such as #raylib #love2d and @godot.
I didn't realize it's gotten that bad that fast with the browser situation... But it was a long time coming with the consolidation of engines within a small number of corporations. I think we slept on it for too long, maybe instead of struggling to hardfork and maintain an insanely complex web browser, we should start actively pushing for a great digital transition by leaving the modern web behind and building a saner and less centralized ecosystem on top of internet. I think that if there is a coordinated effort for this, this is more achievable and will result in a much brighter future for the internet.
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@sarahjamielewis @cupz I think this is the most viable way forward. Favor all those simpler protocol such as #geminiprotocol #gopher #spartanprotocol scorpion and many others. There are tons of independent browsers there, someone could even build their own in a relatively short time. The maintenance burden would never be as insane as those "modern" web browsers.
And in the meantime, as @foolishowl said, push for simpler websites that can work on truly independent browsers such as @dillo and #netsurf. Make sure they work well with #offpunk as well (it also works on gemini and gopher along with the web). And as a bonus, if your website is simple, cross publishing to other simpler protocol becomes trivial.
You need web apps? Go back to native (they usually tend to be faster and less resource intensive than those electron apps anyway). Not only that but there are also great FOSS game engines that can definitely be used to build apps as well such as #raylib #love2d and @godot.
I didn't realize it's gotten that bad that fast with the browser situation... But it was a long time coming with the consolidation of engines within a small number of corporations. I think we slept on it for too long, maybe instead of struggling to hardfork and maintain an insanely complex web browser, we should start actively pushing for a great digital transition by leaving the modern web behind and building a saner and less centralized ecosystem on top of internet. I think that if there is a coordinated effort for this, this is more achievable and will result in a much brighter future for the internet.
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@sarahjamielewis @cupz I think this is the most viable way forward. Favor all those simpler protocol such as #geminiprotocol #gopher #spartanprotocol scorpion and many others. There are tons of independent browsers there, someone could even build their own in a relatively short time. The maintenance burden would never be as insane as those "modern" web browsers.
And in the meantime, as @foolishowl said, push for simpler websites that can work on truly independent browsers such as @dillo and #netsurf. Make sure they work well with #offpunk as well (it also works on gemini and gopher along with the web). And as a bonus, if your website is simple, cross publishing to other simpler protocol becomes trivial.
You need web apps? Go back to native (they usually tend to be faster and less resource intensive than those electron apps anyway). Not only that but there are also great FOSS game engines that can definitely be used to build apps as well such as #raylib #love2d and @godot.
I didn't realize it's gotten that bad that fast with the browser situation... But it was a long time coming with the consolidation of engines within a small number of corporations. I think we slept on it for too long, maybe instead of struggling to hardfork and maintain an insanely complex web browser, we should start actively pushing for a great digital transition by leaving the modern web behind and building a saner and less centralized ecosystem on top of internet. I think that if there is a coordinated effort for this, this is more achievable and will result in a much brighter future for the internet.
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@sarahjamielewis @cupz I think this is the most viable way forward. Favor all those simpler protocol such as #geminiprotocol #gopher #spartanprotocol scorpion and many others. There are tons of independent browsers there, someone could even build their own in a relatively short time. The maintenance burden would never be as insane as those "modern" web browsers.
And in the meantime, as @foolishowl said, push for simpler websites that can work on truly independent browsers such as @dillo and #netsurf. Make sure they work well with #offpunk as well (it also works on gemini and gopher along with the web). And as a bonus, if your website is simple, cross publishing to other simpler protocol becomes trivial.
You need web apps? Go back to native (they usually tend to be faster and less resource intensive than those electron apps anyway). Not only that but there are also great FOSS game engines that can definitely be used to build apps as well such as #raylib #love2d and @godot.
I didn't realize it's gotten that bad that fast with the browser situation... But it was a long time coming with the consolidation of engines within a small number of corporations. I think we slept on it for too long, maybe instead of struggling to hardfork and maintain an insanely complex web browser, we should start actively pushing for a great digital transition by leaving the modern web behind and building a saner and less centralized ecosystem on top of internet. I think that if there is a coordinated effort for this, this is more achievable and will result in a much brighter future for the internet.
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The DSL finally does stuff and I think it's all correct.
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The DSL finally does stuff and I think it's all correct.
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The DSL finally does stuff and I think it's all correct.
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The DSL finally does stuff and I think it's all correct.
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The DSL finally does stuff and I think it's all correct.
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Had too many cutscenes where characters talk while driving, so here they just wait for a freight train to pass.
Schifahren game
#indiegame #indiedev #pico8 + #love2d = #picolove #screenshotmonday
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Had too many cutscenes where characters talk while driving, so here they just wait for a freight train to pass.
Schifahren game
#indiegame #indiedev #pico8 + #love2d = #picolove #screenshotmonday
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Had too many cutscenes where characters talk while driving, so here they just wait for a freight train to pass.
Schifahren game
#indiegame #indiedev #pico8 + #love2d = #picolove #screenshotmonday
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Had too many cutscenes where characters talk while driving, so here they just wait for a freight train to pass.
Schifahren game
#indiegame #indiedev #pico8 + #love2d = #picolove #screenshotmonday
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Had too many cutscenes where characters talk while driving, so here they just wait for a freight train to pass.
Schifahren game
#indiegame #indiedev #pico8 + #love2d = #picolove #screenshotmonday
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Finished my little layout library. It covers my two most frequently hand rolled cases:
1. Placement relative to the main game window or other elements
2. Iterators for grids and other basic collectionsWhile the iterators are composable in a way that lets you create element hierarchies, there are no constraint solving tools built into the library.
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Finished my little layout library. It covers my two most frequently hand rolled cases:
1. Placement relative to the main game window or other elements
2. Iterators for grids and other basic collectionsWhile the iterators are composable in a way that lets you create element hierarchies, there are no constraint solving tools built into the library.
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Finished my little layout library. It covers my two most frequently hand rolled cases:
1. Placement relative to the main game window or other elements
2. Iterators for grids and other basic collectionsWhile the iterators are composable in a way that lets you create element hierarchies, there are no constraint solving tools built into the library.
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Finished my little layout library. It covers my two most frequently hand rolled cases:
1. Placement relative to the main game window or other elements
2. Iterators for grids and other basic collectionsWhile the iterators are composable in a way that lets you create element hierarchies, there are no constraint solving tools built into the library.
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Finished my little layout library. It covers my two most frequently hand rolled cases:
1. Placement relative to the main game window or other elements
2. Iterators for grids and other basic collectionsWhile the iterators are composable in a way that lets you create element hierarchies, there are no constraint solving tools built into the library.
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🎮 Hollow Song – Dev Log #2
A lot of progress was made today! ⚔️
✅ Added more enemy types to make dungeon exploration more challenging.
🎒 Started working on the inventory and item system.
🧠 Updated the enemy AI/behavior algorithm for smarter and more engaging combat.The world of Hollow Song is slowly coming to life, one feature at a time. More updates soon!
#gamedev #indiedev #Love2D #lua #roguelike #indiegame #screenshotsaturday #HollowSong
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Just made a game for the Very Serious Juniper Dev Game Jam!
The game is meant to be played on a Playdate game console, which I don't own. If you have one, I would love some feedback on how it runs on it!
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Just made a game for the Very Serious Juniper Dev Game Jam!
The game is meant to be played on a Playdate game console, which I don't own. If you have one, I would love some feedback on how it runs on it!
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Just made a game for the Very Serious Juniper Dev Game Jam!
The game is meant to be played on a Playdate game console, which I don't own. If you have one, I would love some feedback on how it runs on it!
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I started my #BehaviourTree for my game. I like its simplicity and elegance. In C# it's a bit different from my simple implementation in #Lua that people using that can just take from my github, like when you work with #love2d
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I started my #BehaviourTree for my game. I like its simplicity and elegance. In C# it's a bit different from my simple implementation in #Lua that people using that can just take from my github, like when you work with #love2d
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I started my #BehaviourTree for my game. I like its simplicity and elegance. In C# it's a bit different from my simple implementation in #Lua that people using that can just take from my github, like when you work with #love2d
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I started my #BehaviourTree for my game. I like its simplicity and elegance. In C# it's a bit different from my simple implementation in #Lua that people using that can just take from my github, like when you work with #love2d
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I started my #BehaviourTree for my game. I like its simplicity and elegance. In C# it's a bit different from my simple implementation in #Lua that people using that can just take from my github, like when you work with #love2d
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General UI improvements. Also code cleanup, improvements on Horchata, and some other minor things to make it easier to maintain.
I hope we can release a post-jam demo before June 30th!
Art by the amazing @Ypsilenna
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General UI improvements. Also code cleanup, improvements on Horchata, and some other minor things to make it easier to maintain.
I hope we can release a post-jam demo before June 30th!
Art by the amazing @Ypsilenna
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General UI improvements. Also code cleanup, improvements on Horchata, and some other minor things to make it easier to maintain.
I hope we can release a post-jam demo before June 30th!
Art by the amazing @Ypsilenna
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General UI improvements. Also code cleanup, improvements on Horchata, and some other minor things to make it easier to maintain.
I hope we can release a post-jam demo before June 30th!
Art by the amazing @Ypsilenna
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General UI improvements. Also code cleanup, improvements on Horchata, and some other minor things to make it easier to maintain.
I hope we can release a post-jam demo before June 30th!
Art by the amazing @Ypsilenna
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