Lua is a powerful, fast, lightweight, embeddable scripting language. Lua is widely used as a scripting language by game programmers, perhaps owing to how easy it is to embed, its fast execution, and its short learning curve.
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Good Tutorial For Lua and LÖVE
I want to make a very simple 2D game, and have been reading a lot of good things about LÖVE, so I want to try it out. However I can't seem to find any good tutorials. The ones on the LÖVE page are ...
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votes
1answer
439 views
How do I draw a border around a display object in Corona Lua?
What would be the easiest way to draw a thin border around a display object in Corona Lua?
You could assume it's rectangular image display object.
EDIT - re "this question shows no research ...
5
votes
1answer
169 views
Change Game Icon
Is there a way to change the default LÖVE2D icon to another one?
I merge my game.love file and the love.exe with the cmd (copy /b love.exe+app.love game.exe).
But after this the executable has the ...
16
votes
6answers
3k views
Is there any Lua API that works with C# for PC & XBox 360 Development?
I am reading a book on Game Development in which they show you how to make scripts for your game in Lua. They program Lua and use it from C++, but I was wondering if there is a library or API to use ...
7
votes
2answers
842 views
Handling scripted and “native” components in a component-based entity system
I'm currently trying to implement a component-based entity system, where an entity is basically just an ID and some helper methods tying a bunch of components together to form a game object. Some ...
2
votes
0answers
563 views
Opening URL in browser using C++ with cocos2d-x in iOS [closed]
I'm banging my brain against the wonderful lib xport that is cocos2d-x from the original cocos2d iOS library.
What I want to ask is how to open a web link in the safari browser? I don' know how to ...
0
votes
1answer
969 views
attempt to call field 'removeBody' (a nil value) in Corona, Lua [closed]
In Corona SDK, I am using the director class to switch between scenes. main calls menu.lua, where if you tap on a button it takes you to level1.lua, which uses car.lua for the cars in the game.
...
2
votes
1answer
484 views
Box2D + Love2D (Lua) - Assertion fail with polygon meshes
When I try to create a triangle collider for my game it sometimes leads to an assertion fail. I use the physics engine that comes with love2d (Box2D). That's the error message that appears when the ...
2
votes
2answers
516 views
Scripting language with class instance support
I have come across the need to use a scripting engine for my C++ game, but after experimenting with many languages since the last few days, nothing has truly stood out as the obvious choice for a ...
1
vote
1answer
3k views
Efficient tile maps in Corona SDK
I need to create a tile map based level system for Corona SDK that loads files created with Tiled [1]. It also needs to support user touch scrolling and zooming.
I've searched the Corona forums for ...
5
votes
3answers
203 views
A* : Partial recalculation when one node *changes*
I have implemented an A* library. Its most interesting feature is that it is "interruptible"; for example, you can stop the calculation loop on a game frame, and resume it later on the following ...
2
votes
2answers
556 views
How can I make a sprite move in the direction it's facing using radians?
I am using PGELua for the PlaystationPortable. I would just like to know how to make a 2D sprite move in the direction that the sprite is facing.
When the sprite is blitted to the screen it should ...
6
votes
1answer
1k views
Fixing Slow XNA Game
I'm kind of new to XNA (and games in general). I'm trying to make a young relative of mine (10yo) a simple fun game where he is the main character. I'm down to the wire (I have to get it to him by ...
5
votes
1answer
2k views
Entity system in Lua, communication with C++ and level editor. Need advice
I have a 2D basic editor written in Qt, and I'm in the process of adding entities. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being ...
3
votes
2answers
1k views
Calling C++ functions in Lua
I'd like to use Lua to write some scripts which should allow me, given the state of certain variables of a specific instance, to determine a number to be assigned to a variable of that instance.
Let ...
1
vote
1answer
116 views
Help with puzzle game
I have a pattern game and it is almost done however I am stuck on the last part.
I have a screen with 25 blocks (in a table format 5x5) and the user clicks on it to turn over the blocks, I need to ...
11
votes
3answers
1k views
Does Apple currently accept iPhone apps with embedded Lua?
I was researching this and I can't seem to find a concrete answer.
0
votes
1answer
320 views
How useful would it be to know a scripting language when developing an iOS game? [duplicate]
Possible Duplicate:
Why do we use scripts in development?
I just starting learning iOS game development. I plan to make games using the cocos2d framework. While reading game dev related ...
24
votes
6answers
7k views
Should I be using Lua for game logic on mobile devices?
As above really,
I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial).
The game logic comes from a very typical ...
7
votes
3answers
1k views
Component based entity system API naming problems
My engine uses a component-based entity system internally, and I want to bind it to Lua for scripting.
Now, I want to save people who write scripts for it typing work. In C++, to set the position of ...
3
votes
2answers
1k views
What shall I choose between CoronaSDK or AirPlay?
1st Question is I want to write a board game for iOS and Android so I'm coming up with CoronaSDK and AirPlay. Since I have a mac, development platform is not an issue but the problem is which one ...
4
votes
3answers
437 views
Use of classes for lua extensions
I'm asking about a very small domain. One-off extension scripts. IE, defining a new weapon for scorched earth.
When providing and API for small extension I've seen two approaches.
The API exposes ...
4
votes
2answers
1k views
Accessing C++ class members with LuaPlus
I've implemented LuaPlus in my engine eventmanager successfully and really like the flexibility I gained. But I'm still not exactly where I want to be, because I can't link my c++ classes to a Lua ...
8
votes
2answers
745 views
How would you code an AI engine to allow communication in any programming language?
I developed a two-player iPhone board game. Computer players (AI) can either be local (in the game code) or remote running on a server. In the 2nd case, both client and server code are coded in Lua. ...
11
votes
4answers
3k views
Game engine with good Lua entity creation/management [closed]
I'm looking for an engine that constructs it's entities using Lua or other scripting language. This is in order to find inspiration and do it in my own engine as well.
I know that Cryengine does use ...
8
votes
2answers
4k views
Lua as a stand-alone for game programming like Python?
I've used Python before with PyGame to make games, but PyGame doesn't seem to be so popular anymore, and there arent that many good resources for it. I hear lots of buzz about Lua as a fast scripting ...
4
votes
4answers
385 views
Obscuring stored info in a flat-text file
I have an idea for an addon for World of Warcraft which would basically be a minigame within the game itself. Eventually, I'd like to have players be able to compete against each other directly. The ...
6
votes
1answer
918 views
Huge slowdown when running Lua as statically linked lib versus stand alone interpreter
I'm developing some algorithms in Lua which are run mostly in Lua (few calls to C++) and I'm noticing a huge slowdown when I'm running them from my app rather than the default Lua interpreter.
The ...
4
votes
3answers
1k views
Protobuf vs Lua for custom file format
I'm defining a custom/simple file format for loading textures in my game. I narrowed my choice of file formats to two options:
Lua
protobuf
I chose Lua, because my game is already using Lua, I ...
5
votes
2answers
937 views
How do I build games with scripted actors?
The idea
I have an idea for a game. A few games, actually, that can built on top of the same general design.
There is a game world that the player and the other actors exist in. The player can get ...
7
votes
2answers
2k views
Would using Lua scripts to define game logic for an MMO server be a lot slower than compiled in C++?
I am using an entity system for my MMO server and I was thinking about defining the behavior of "actions" using Lua scripts. The server is written in C++. I am not very familiar with the speed/memory ...
6
votes
2answers
1k views
Lightweight lua objects vs. inheritance
Although I did this a couple of times from scratch, still no solution really fits.
I'm using lua for scripting in my games. Lua holds the "prototypes" of the game elements, that are copied to each ...
4
votes
1answer
863 views
Defining GUI control event responses using Lua in C++
I'm using Irrlicht(C++) for a 3D engine, and it has a built in GUI system. The GUI events are something like this:
switch(eventtype)
case button_pressed:
stuff
case ...
1
vote
1answer
629 views
Is it possible to develop a game with Lua/Löve and have the source code compiled?
I've been looking at Lua and Löve for developing simple 2D games. But since Lua is interpreted and I know it can be compiled to some point, but how secure is that to decompiling. Or is there a better ...