love2d / love

LÖVE is an awesome 2D game framework for Lua.
https://love2d.org
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LÖVE development tools #890

Open slime73 opened 10 years ago

slime73 commented 10 years ago

Original report by Sasha Szpakowski (Bitbucket: slime73, GitHub: slime73).


LÖVE currently works nicely as a development and runtime library/framework without any split between the two, but there are some things that I feel are missing from the development side which wouldn't make sense to include in end-user runtime distributions, especially when Android and iOS are taken into account.

A more robust no-game screen (maybe including a list of recently used .love files which you can click), Shader validation, texture compression (especially when you add mobile since you'd want DXT-compressed images on desktop, PVR on iOS and ETC on Android), and some other asset-related things are a few ideas I've had which fit that scope.

The development stuff might be an extra dll and possibly a love-dev executable, although that's just my first thought on it.

slime73 commented 10 years ago

Original comment by Landon “Karai” Manning (Bitbucket: karai17, GitHub: karai17).


Would it be possible to add in direct debug support, such as listing data within variables, the ability to walk through lines, etc?

slime73 commented 10 years ago

Original comment by Sasha Szpakowski (Bitbucket: slime73, GitHub: slime73).


Lua's debug library already lets you do that (e.g. http://unknownworlds.com/decoda/ or http://studio.zerobrane.com )

slime73 commented 10 years ago

Original comment by Landon “Karai” Manning (Bitbucket: karai17, GitHub: karai17).


Ugh, the last thing I want to do is install yet another IDE. Do you know of any Lua debug plugins for sublime?

slime73 commented 10 years ago

Original comment by Carlo Cabanilla (Bitbucket: clofresh, GitHub: clofresh).


Maybe a packaging tool as well, since everyone tries to write their own brittle one and eventually gets bored of maintaining it?

slime73 commented 10 years ago

Original comment by Pablo Mayobre (Bitbucket: PabloMayobre, GitHub: PabloMayobre).


love-release is amazing. I hope that MisterDA wont give up on it. We should give more support to it and try to port it to windows at some point. But yeah I understand what you mean.

slime73 commented 7 years ago

Original comment by Sasha Szpakowski (Bitbucket: slime73, GitHub: slime73).


Shader validation is now in love 0.11's main API as love.graphics.validateShader.

slime73 commented 7 years ago

Original comment by hahawoo (Bitbucket: hahawoo, GitHub: hahawoo).


For what it's worth, I don't think I would use the no-game screen for launching .love files on a non-mobile computer, I think I would always use the operating system's file manager instead.

I also like how LOVE is "portable", i.e. it doesn't leave behind files (unless the .love file creates them).

slime73 commented 2 years ago

Maybe a packaging tool as well, since everyone tries to write their own brittle one and eventually gets bored of maintaining it?

This was brought up again recently and I think it's a good idea (to the extent that it's technically feasible on each platform at least - for example iOS might be off the table).

Packaging has quirks and is tricky to get right for each platform, and isn't really 'self-contained' the way most of the rest of love is. It'd be good to make it as simple for users to do as possible.