#love2d — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #love2d, aggregated by home.social.
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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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Ich lerne gerade Löve2D und was wäre da besser, als mein erstes PICO-8 Spiel JETPENG zu nehmen und zu versuchen, es in die Engine zu übertragen? Nach mehreren Stunden Arbeit bin ich heute zum ersten mal zufrieden mit dem Ergebnis. 😄
(JETPENG: https://spazone.itch.io/jetpeng )
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Ich lerne gerade Löve2D und was wäre da besser, als mein erstes PICO-8 Spiel JETPENG zu nehmen und zu versuchen, es in die Engine zu übertragen? Nach mehreren Stunden Arbeit bin ich heute zum ersten mal zufrieden mit dem Ergebnis. 😄
(JETPENG: https://spazone.itch.io/jetpeng )