As I understand it, all three licenses allow commercial use. There are CC "NC" licenses for the case to forbid this. The chosen ones here allow it.
Also, as far as I know, if several licenses are offered it means you can use the work by any of them - it's an offer to chose from. You do not need to comply to all, but only one.
I just switched from Java to Love2d ... my current project is split, Lua/Love2d for the client and Java on the server side. The main point was that one of my friends refused to install Java and it made me think about a runtime that I can bundle more easily.
So while I work on this, I won't try anything else. I have my own grieves with Lua, along the lines of what Garry posted, plus some of an engineering point of view - testing and debugging. But those are personal and some just come from my background as Java developer, because Lua allows some types of coding mistakes that a language like Java (or C) would detect at compile time.
I'm not a fast moving person. If it wasn't for that one friend who refused to install Java, I still would use Java + LWJGL which did the job just fine for me. Even if Mini Micro has all I would ever need, at the moment I don't want to try something new. Plus I had used Lua as scripting engine myself in a former project, so it was not really new to me either.
Last but not least ... several times I had declared to stop coding game projects (or any hobby projects) and very likely my current return to game development will end very soon. I have seen all from Love2d that I wanted to see, everything works fine. Now I'm past the design stage and it becomes boring (for me) work to advance from a prototype to something that is a real game. Too boring for me. So I'll return to make game-related graphics and leave discussions like these. On the plus side, this prototype made me make quite some new graphics, and I think some of my best ones so far. So it wasn't all wasted (plus I refreshed my Lua knowledge).
How widespread is Mini Micro used? Python is found in many places, so learning Python definitely makes sense. I was told that Lua is also often used, but less exposed to the end user, more in embedded devices (in fact there are microcontrollers which run an Lua interpreter as OS), so learning Lua is useful too.
"Lua has served us really well in Garry's Mod in terms of both speed and speed of implementation. It's worked pretty much flawlessly"
So ... it works flawlessly. Garry doesn't like how some things have to be written in Lua. I must admit I agree on his findings about the + vs .. operators and missing ++ and += operators. But Lua is open source and has been around for 15 years, a long time to build a community.
JavaScript has many users too. The more people use some software, the easier it is to get help.
Love2d is more than Lua though, there are graphics, audio, networking and more APIs included, and very easy to use. I think for game makers that is a very important point.
Other than that I would suppoer the pygame and libtcod suggestion from above. For roguelikes that is probably the easiest way to start.
I've recently discovered Löve2d, a game framework based on Lua. You can produce an *.exe file for Windows with this, but it also runs on Linux and Android. My experiences are good so far, the start was very easy, performance is good and Lua does the job. Object oriented programming in Lua is different from what I had been used to (C++/Java) but not bad at all.
Lua was made for smaller projects, and while I think you can use it for any size, it definitely requires some discipline and planning to do so. On the other hand, the start is very easy and swift.
The process that I imagine is that the potion bitmaps will be cut from the large image, stored somewhere among your project files and then displayed by the game code at the right screen location(s). I supplied these in a fairly high resolution, so you probably will have to scale them down to the right size for your project, or have the display code scale them on the fly.
It's a trap <.<
As I understand it, all three licenses allow commercial use. There are CC "NC" licenses for the case to forbid this. The chosen ones here allow it.
Also, as far as I know, if several licenses are offered it means you can use the work by any of them - it's an offer to chose from. You do not need to comply to all, but only one.
I just switched from Java to Love2d ... my current project is split, Lua/Love2d for the client and Java on the server side. The main point was that one of my friends refused to install Java and it made me think about a runtime that I can bundle more easily.
So while I work on this, I won't try anything else. I have my own grieves with Lua, along the lines of what Garry posted, plus some of an engineering point of view - testing and debugging. But those are personal and some just come from my background as Java developer, because Lua allows some types of coding mistakes that a language like Java (or C) would detect at compile time.
I'm not a fast moving person. If it wasn't for that one friend who refused to install Java, I still would use Java + LWJGL which did the job just fine for me. Even if Mini Micro has all I would ever need, at the moment I don't want to try something new. Plus I had used Lua as scripting engine myself in a former project, so it was not really new to me either.
Last but not least ... several times I had declared to stop coding game projects (or any hobby projects) and very likely my current return to game development will end very soon. I have seen all from Love2d that I wanted to see, everything works fine. Now I'm past the design stage and it becomes boring (for me) work to advance from a prototype to something that is a real game. Too boring for me. So I'll return to make game-related graphics and leave discussions like these. On the plus side, this prototype made me make quite some new graphics, and I think some of my best ones so far. So it wasn't all wasted (plus I refreshed my Lua knowledge).
How widespread is Mini Micro used? Python is found in many places, so learning Python definitely makes sense. I was told that Lua is also often used, but less exposed to the end user, more in embedded devices (in fact there are microcontrollers which run an Lua interpreter as OS), so learning Lua is useful too.
Joe, but even Garry says in the linked blog post:
"Lua has served us really well in Garry's Mod in terms of both speed and speed of implementation. It's worked pretty much flawlessly"
So ... it works flawlessly. Garry doesn't like how some things have to be written in Lua. I must admit I agree on his findings about the + vs .. operators and missing ++ and += operators. But Lua is open source and has been around for 15 years, a long time to build a community.
JavaScript has many users too. The more people use some software, the easier it is to get help.
Love2d is more than Lua though, there are graphics, audio, networking and more APIs included, and very easy to use. I think for game makers that is a very important point.
Other than that I would suppoer the pygame and libtcod suggestion from above. For roguelikes that is probably the easiest way to start.
Thanks! I somehow like rocks, that sure helped to stay motivated.
I've recently discovered Löve2d, a game framework based on Lua. You can produce an *.exe file for Windows with this, but it also runs on Linux and Android. My experiences are good so far, the start was very easy, performance is good and Lua does the job. Object oriented programming in Lua is different from what I had been used to (C++/Java) but not bad at all.
https://love2d.org/
Lua was made for smaller projects, and while I think you can use it for any size, it definitely requires some discipline and planning to do so. On the other hand, the start is very easy and swift.
Very impressive!
Thanks!
I've used Povray ( http://povray.org/ ) which comes with a sort of scene programming language so it's cool for stuff like this.
The process that I imagine is that the potion bitmaps will be cut from the large image, stored somewhere among your project files and then displayed by the game code at the right screen location(s). I supplied these in a fairly high resolution, so you probably will have to scale them down to the right size for your project, or have the display code scale them on the fly.
Your're welcome :)
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