![]() Comes with an embedded Lua compiler written in Java. supports split views, custom lua/moonscript extensions, luacheck, plug-able syntax highlight and autocomplete - An emerging editor(2017) implemented in lua and moonscript.(5.1) - highlights any global variable references.(4.0/5.0/5.1) - syntax highlighting, auto-indent, interactive lua shell, paren and brace matching, auto-move to function or block begin/end, online documentation look-ups, postprocess output buffer (jump to error lines using traceback).(5.0/5.1) - (DEFUNCT) Lua IDE for the Eclipse Platform.(5.0/5.1/5.2) - (Fails installation) Lua IDE for the Eclipse Platform, includes a visual debugger.Intellisense, autocomplete, linting, formatting. (latest) - "LuaHelper ?" complies with Microsoft Language Server Protocol and is a cross-platform Lua code editing and testing tool developed in go language.(5.1/5.2/5.3/5.4) - The Lua language server provides various language features for Lua to make development easier and faster.These are integrated development environments ( ) and related tools for Lua, sorted in alphabetical order. LuaDirectory > LuaAddons > Lua Integrated Development Environments ![]() Oh, and in case anyone is curious, I’m using a general purpose tile map editor called “Tiled” as a level editor.Lua-users wiki: Lua Integrated Development Environments Lua Integrated Development Environments However, I like the way it looks (or could look, this was a quick test an so I didn’t spend a lot of time drawing the level) and so I plan on playing around with the idea a bit more to see how practical it is. This will take up a lot of valuable space (I’m trying to keep the game under 50mb) and so it may turn out not to be such a great idea after all. I say “most of the benefits” because I’m still going to have to draw entire levels and save them as massive bitmaps. This allows me to use most of the benefits of a tile map, while still giving the game a more organic, hand drawn look. You’ll notice that the far left side of the level still looks like it’s made out of tiles: The example below shows a character running through the level shown above after the photoshop treatment. Then, using the magic of photoshop, I can create a second image that I superimpose over the tile map above in order to enhance the appearance of the level. One is for normal ground and the other is for one way platforms. In my case, I only use two different tiles. ![]() I create a tile map out of a simple texture pack. Since I’m aiming for something that looks a little more organic, the blocky appearance of the level and the pattern appearing in the grass texture was not acceptable. It seems like an all around sweet deal, and so I started playing with a tile map editor and tinkering with code with the eventual goal of setting up an engine I could use to create a side scrolling adventure game.Īs seen in my last post, I’ve managed to get collision detection, basic physics and player controls, and the tile map all playing nice together. This method has many advantages, such as keeping the size of your assets small, improving rendering performance, and allowing for basic collision detection and scripting events to be easily implemented. Mario, MegaMan and Pokemon are (probably) good examples. If you’ve played a 2D video game, odds are it probably used tile maps to create the world your character explored. Tile map composed out of images from a texture pack.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |