> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
hi apollo14, I have subscribed to this site (french) which teaches the basics of game programming. The first month is free but you have only access to the first set of courses.
Plus let me show you my progess more in depth (the first post was where I am at now). The following pics shows my gideros journey in chronological order.
in love2d you can export too i think to most of these (no html maybe), it is just a bit (or much) more complicated than in gideros. still even though i've used gideros always and love2d never, i like the fact that love2d installer is 4mb compared to gideros 800mb.
and also even though they have a simplistic homepage and less features overall (by far) they seem to be able to attract more people to use love2d than gideros.
I was first introduced to lua via love2d (as most of us are I believe). I did a couple of thing, then tried exporting to android => nightmare and it simply didn't work. So I googled it and one of the answers to my problem was: "I won't use love2d for mobile games, it wasn't meant for that". That was the end of my story with love2d.
Next, yeah 800 mb is a lot, but I believe it is packed with everything you need to deploy without installing android sdk, jdk, gcc, odk, look at me!...
Next, love2d hasn't got an key listeners, you have to do all your stuff in the update method thus more code! with gideros the code is shorter and simpler.
One of my preferred option in gideros studio is that you can export your projects to android studio (you need to update a couple of things once imported in as).
And I am only at the beginning of learning gideros! I am like 10 years late.
The good side of love2d is that many people did tutorials, the bright side of gideros is that they are "very" simple to adapt.
thanks, sure, gideros is the only thing i use, i have been here from the beginning. my game IKONOMIKON is complete, i "just" need to find a way to reach a bigger audience. my app Fragmenter is developed further all the time, there are many new things in it since i made the last blog post on its homepage. soon i'm planning to open it up to more people by allowing a free download of the latest desktop versions. Fragmenter is my main hobby project.
Next, yeah 800 mb is a lot, but I believe it is packed with everything you need to deploy without installing android sdk, jdk, gcc, odk, look at me!...
To export to android you need to install sdk or android-studio and jdk
Yes there is the object code for all platforms and players too - soon players will be generated as standard I think to reduce size a little and to make the source code more uniform (as far as I know built-in players use some sort slight different that a generated player for historical reasons).
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
PS: love in itself sucks but the tutorials are plenty!
... So I googled it and one of the answers to my problem was: "I won't use love2d for mobile games, it wasn't meant for that". That was the end of my story with love2d.
Not true, love2d is great engine I had no problem running it on both android or windows
hi gemboy100, I disagree, love 0.11 doesn't work on android, I mean exporting an apk on the phone not via the love2d emulator on android. For that I would have to downgrade to love2d 0.9 or something.
Ok, I may have been too harsh on love2d but as far as I could go I could only export to windows and all the code and assets were exposed to anyone!
I would suggest all love2d users to switch to gideros but I am afraid lacks of gideros tutorials will scare them.
for me, killer feature of Gideros is Core.asyncCall, I really love it. Imo in the future game industry will adopt more and more of extra scripting features, cause traditional languages are far from perfect for game scripting. SkookumScript was first step, now it went opensource cause Epic aquired them and started preparing something new.
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Comments
btw what LOVE tutorials did you find useful? can you pls drop some links? thx!
Likes: MoKaLux
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
https://www.gamecodeur.fr
Plus let me show you my progess more in depth (the first post was where I am at now). The following pics shows my gideros journey in chronological order.
Have fun!
PS: love in itself sucks
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Next, yeah 800 mb is a lot, but I believe it is packed with everything you need to deploy without installing android sdk, jdk, gcc, odk, look at me!...
Next, love2d hasn't got an key listeners, you have to do all your stuff in the update method thus more code! with gideros the code is shorter and simpler.One of my preferred option in gideros studio is that you can export your projects to android studio (you need to update a couple of things once imported in as).
And I am only at the beginning of learning gideros! I am like 10 years late.
The good side of love2d is that many people did tutorials, the bright side of gideros is that they are "very" simple to adapt.
Have fun!
Likes: keszegh, SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
sure, gideros is the only thing i use, i have been here from the beginning.
my game IKONOMIKON is complete, i "just" need to find a way to reach a bigger audience.
my app Fragmenter is developed further all the time, there are many new things in it since i made the last blog post on its homepage. soon i'm planning to open it up to more people by allowing a free download of the latest desktop versions. Fragmenter is my main hobby project.
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
https://deluxepixel.com
I had no problem running it on both android or windows
But gideros is better and easy to use
Likes: SinisterSoft
Ok, I may have been too harsh on love2d but as far as I could go I could only export to windows and all the code and assets were exposed to anyone!
I would suggest all love2d users to switch to gideros but I am afraid lacks of gideros tutorials will scare them.
Imo in the future game industry will adopt more and more of extra scripting features, cause traditional languages are far from perfect for game scripting. SkookumScript was first step, now it went opensource cause Epic aquired them and started preparing something new.
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
ps: i put no effort at all regarding the gameplay, the gfx nor the sound, ...
ps2: this is only for learning gideros.
It wasn't easy but repetition makes perfection.
Likes: oleg, antix, Apollo14, SinisterSoft
Likes: antix
another test project:
It is only the beginning. I need to animate the player and I would like to add a camera. Animating the player should be ok, but the camera idk.
Likes: SinisterSoft, antix
enterframe:
jumpspeed =jumpspeed - gravityPower
playerY =playerY + jumpSpeed
Likes: Apollo14
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
I think I need to use cbump so I have more freedom with scaling and sizes. I don't expect my player to be the same size as the tiles!
What a journey!