#nelua — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #nelua, aggregated by home.social.
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Lua has many dialects, and I love them all ❤️
But how to write one lua-file and target them all?
Answer: metaprogrammingHere's a small ~700 bytes gpp-ish metaprogramming awk script 🎉
#lua #teal #nelua #redbean #esp32 #wasm #love2D #awk
ps. its not limited to lua :coolcat:
https://codeberg.org/coderofsalvation/meta.awk -
Lua has many dialects, and I love them all ❤️
But how to write one lua-file and target them all?
Answer: metaprogrammingHere's a small ~700 bytes gpp-ish metaprogramming awk script 🎉
#lua #teal #nelua #redbean #esp32 #wasm #love2D #awk
ps. its not limited to lua :coolcat:
https://codeberg.org/coderofsalvation/meta.awk -
Lua has many dialects, and I love them all ❤️
But how to write one lua-file and target them all?
Answer: metaprogrammingHere's a small ~700 bytes gpp-ish metaprogramming awk script 🎉
#lua #teal #nelua #redbean #esp32 #wasm #love2D #awk
ps. its not limited to lua :coolcat:
https://codeberg.org/coderofsalvation/meta.awk -
Lua has many dialects, and I love them all ❤️
But how to write one lua-file and target them all?
Answer: metaprogrammingHere's a small ~700 bytes gpp-ish metaprogramming awk script 🎉
#lua #teal #nelua #redbean #esp32 #wasm #love2D #awk
ps. its not limited to lua :coolcat:
https://codeberg.org/coderofsalvation/meta.awk -
Lua has many dialects, and I love them all ❤️
But how to write one lua-file and target them all?
Answer: metaprogrammingHere's a small ~700 bytes gpp-ish metaprogramming awk script 🎉
#lua #teal #nelua #redbean #esp32 #wasm #love2D #awk
ps. its not limited to lua :coolcat:
https://codeberg.org/coderofsalvation/meta.awk -
In today's ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼: squash and stretch.
There's no change in animation, just in code.
With that said, be sure to make your sprite drawing frame customizable, I had to re-implement a framework function to extend this functionality.
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In today's ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼: squash and stretch.
There's no change in animation, just in code.
With that said, be sure to make your sprite drawing frame customizable, I had to re-implement a framework function to extend this functionality.
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In today's ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼: squash and stretch.
There's no change in animation, just in code.
With that said, be sure to make your sprite drawing frame customizable, I had to re-implement a framework function to extend this functionality.
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In today's ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼: squash and stretch.
There's no change in animation, just in code.
With that said, be sure to make your sprite drawing frame customizable, I had to re-implement a framework function to extend this functionality.
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In today's ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼: squash and stretch.
There's no change in animation, just in code.
With that said, be sure to make your sprite drawing frame customizable, I had to re-implement a framework function to extend this functionality.
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ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼
We (the team) were a bit bothered with the amount of time consumed by restart transition.
Now is faster by identifying that it was a level restart.
(art and animation by Leonardo)
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ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼
We (the team) were a bit bothered with the amount of time consumed by restart transition.
Now is faster by identifying that it was a level restart.
(art and animation by Leonardo)
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ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼
We (the team) were a bit bothered with the amount of time consumed by restart transition.
Now is faster by identifying that it was a level restart.
(art and animation by Leonardo)
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ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼
We (the team) were a bit bothered with the amount of time consumed by restart transition.
Now is faster by identifying that it was a level restart.
(art and animation by Leonardo)
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ℂ𝕣𝕦𝕟𝕔𝕙𝕚𝕟𝕖𝕤𝕤 & 𝓬𝓻𝓮𝓪𝓶𝓲𝓷𝓮𝓼𝓼
We (the team) were a bit bothered with the amount of time consumed by restart transition.
Now is faster by identifying that it was a level restart.
(art and animation by Leonardo)
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Working again on my game, the GUI it's probably finished (thanks Polyglot project for translations!)
Now I need to save these settings :gamedev:
(pixel-art made by Leonardo)
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Working again on my game, the GUI it's probably finished (thanks Polyglot project for translations!)
Now I need to save these settings :gamedev:
(pixel-art made by Leonardo)
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Working again on my game, the GUI it's probably finished (thanks Polyglot project for translations!)
Now I need to save these settings :gamedev:
(pixel-art made by Leonardo)
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Working again on my game, the GUI it's probably finished (thanks Polyglot project for translations!)
Now I need to save these settings :gamedev:
(pixel-art made by Leonardo)
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Working again on my game, the GUI it's probably finished (thanks Polyglot project for translations!)
Now I need to save these settings :gamedev:
(pixel-art made by Leonardo)
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So, I implemented some sort of "Rust-ish traits" for Nelua, and seems to match very well with Entity-Components patttern...
Maybe that's why ECS it's so popular on Rust gamedev scene.
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That was hard, but I finally did it 😶
On LDtk, I only had support for number properties (like Money = 20), now properties of any type can be obtained.
Seems simple, but I had to write a json parser for this 😶.
Now, with this, I probably can resume the development of the game I was making hehe.
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It works, finally 🥲, if I complete the Object, Array and union bits, it'll be finally near to resume game development by actually developing a game 😅.
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New attack patterns :)
The problem now is making this enemy actually doing something 🤔.
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The trigonometrical "final" boss can't hurt you 👀
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Just optimized the collision boxes of the tilemap, thus making it lighter to traverse on them.
Now, the next part it's new to me: stop being a simple prototype, and start being an actual "game" prototype.
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Perl, god I want to puke now.
Perhaps scripts should just be written in something like #nelua. As much native as we can get we should strive for. -
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So I am continuing with my work on learning #nelua!
After I finish this tutorial I should write something in it, that will only come later probably though! -
Function pointers in #Nelua have a nicer syntax than that of C's if I am gonna be real -
Also messed around more with #nelua, hopefully I will be done learning ti and have a great grasp with it by end of this month. Luckily the C-ness of it makes a lot of it easy.
It reminds me a lot, syntacially, of #crystal but it is nowhere near the same seeing as that language oopifies everything, from what I recall, or well most things -
@deavmi I knew about it but haven't used it. Please do keep us informed on how you like it.
My vision for the #RetroEdgeTechStack includes #lua as a preferred development and configuration language so I ran across #nelua while searching for things based on Lua.
I'm not really a programmer, but I dabble in it and one of my sons is quite good at it.
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@deavmi I knew about it but haven't used it. Please do keep us informed on how you like it.
My vision for the #RetroEdgeTechStack includes #lua as a preferred development and configuration language so I ran across #nelua while searching for things based on Lua.
I'm not really a programmer, but I dabble in it and one of my sons is quite good at it.
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Found a new little language called #nelua that is native! Learning it now, going to add it to my arsenal of languages, this is great!
http://nelua.io -
my #raylib #nelua binding generator is almost done ;-;
PR: https://libregit.org/Andre-LA/raylib-nelua/pulls/7
PR on github mirror: https://github.com/Andre-LA/raylib-nelua-mirror/pull/7(simplified raylib header on the left, generated binding on the right)