min-love2d-fennel
love.js
min-love2d-fennel | love.js | |
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3 | 18 | |
- | 554 | |
- | - | |
- | 0.0 | |
- | 6 months ago | |
JavaScript | ||
- | MIT License |
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min-love2d-fennel
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LÖVE: a framework to make 2D games in Lua
You can also use Emacs and fennel-mode and then M-x fennel-repl to get a live repl from your Emacs session and then use lisp-eval-last-sexp, doc lookup and other Lisp conveniences.
https://gitlab.com/alexjgriffith/min-love2d-fennel shows a basic setup that enables the repl too.
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Is Quil moving forward?
It's the best graphics library I've used by a significant margin. It's designed for use with Lua, but for a lispy twist on it, you can use Fennel: https://gitlab.com/alexjgriffith/min-love2d-fennel
- Need help! How to accualy package a game to a webapp
love.js
- Decent to Arkov's Tower update: new resolution wich fits modern screens better
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Sharing my game
If you want to make a web version of your game your friends can play in browser, I use davidobot's love.js fork. If you follow the instructions there, you can make a nice web version of your game. (I have to use "compatibility mode" to make it play nice with itch.) Itch makes it easy to set up web games: just upload the finished love.js zip export, making sure there's an "index.html" file. The easiest way to go is to use the default love.js export, and just set itch to open the page in fullscreen. If you want to make the game run inside your itch page without opening into its own window, you'll need to edit the index.html file to remove all the frame stuff around your game.
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Platform distinction with love2d and love.js?
I am using love.js in order to create the webbuild, I plan on doing the usual stuff for the downloadables.
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LÖVE Jam 2023
There's some info here and here. Never actually done though.
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does love.js support networking using
Does this: https://github.com/Davidobot/love.js allow for network communication in a web browser?
- Need help! How to accualy package a game to a webapp
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LoveJS export fails to run in Incognito Mode
I'm intending to make more simple browser games in Love2D and I'd like to get ahead of any future headaches. Is this something that I can fix on my end, without the users having to manually allow a cookie? Is the cookie required for lovejs to work? Should I try compiling the most recent version of lovejs myself (instead of relying on makelove) and see if that fixes it?
- I want to run some of my games on a webpage. Any ideas how?
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Need help understanding how to install/use love.js to make browser/html releases
The version the wiki recommends atm: https://github.com/Davidobot/love.js
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How would one go about creating a website-based game?
You can use LÖVE framework and love.js. LÖVE is based on Lua, an easy to learn dynamic language - you can find many tutorials both for Love and Lua. Love.js transcripts your code to javascript, ready for browser. For simple games, no need to know javascript, love.js works quite well and does all the job.
What are some alternatives?
geom - 2D/3D geometry toolkit for Clojure/Clojurescript
Love.js-Api-Player - Created as a binder between love.js and javascript, it is made to be able to call javascript functions from lua code
love - LÖVE is an awesome 2D game framework for Lua.
megasource - Megasource is a CMake-buildable collection of all LÖVE dependencies.
clojure2d - Java2D wrapper + creative coding supporting functions (based on Processing and openFrameworks)
emsdk - Emscripten SDK
lunarcraft - Minecraft clone in lua
love-makelove - See dev branch for butler support (but may get rebased). PR-generating fork.
makelove - A build tool for löve games
quil - Main repo. Quil source code.
stride-website - This repository hosts the source code for the official Stride 3D engine website. Contributors can follow the build instructions provided to run the website locally.
active-forks - Find active github forks of a repo https://git.io/vSnrC