Git Product home page Git Product logo

legend-of-lua's People

Contributors

challacade avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

legend-of-lua's Issues

Compatibility with mobile devices

I understand this game is still progress so i offer no judgement or criticism.
I love you work and from a none coder perspective, you are doing an excellent job.

I downloaded your files and ran it on Love2D but i started in the cave and there wasn't the health bar on top.
I would like to see some button functions on screen. For Example, 4 buttons at the bottom right for different weapons and a transparent joystick on the bottom right.

Is there a way to also input the player name in the beginning?

I know your still in the process on development so it's not necessary yet, I would just like to know how it's done.

Lastly I would like if you can post a video on how to create enemies and how they spawn. Thanks for all you've done so far. Again, it was really great to learn coding at such a basic level.

I can't skip message or move

In the shop, a message appears, asking to buy the lantern for 25g. However, when I press ESC and open the menu, I am unable to skip the message or move.

Loading map error

I am getting this error when i try to create and load a new map with tiled

Error

libraries/sti/init.lua:99: STI does not support Tile Collections.
You need to create a Texture Atlas.

Traceback

[love "callbacks.lua"]:228: in function 'handler'
[C]: in function 'assert'
libraries/sti/init.lua:99: in function 'init'
libraries/sti/init.lua:48: in function 'sti'
main.lua:5: in function 'load'
[love "callbacks.lua"]:136: in function <[love "callbacks.lua"]:135>
[C]: in function 'xpcall'
[C]: in function 'xpcall'

Error Launching.

Error

src/startup/gameStart.lua:18: module 'libraries/hump/vector' not found:
no field package.preload['libraries/hump/vector']
no 'libraries/hump/vector' in LOVE game directories.
no file 'libraries/hump/vector' in LOVE paths.
no file '.\libraries/hump/vector.lua'
no file 'C:\Program Files\LOVE\lua\libraries/hump/vector.lua'
no file 'C:\Program Files\LOVE\lua\libraries/hump/vector\init.lua'
no file '.\libraries/hump/vector.dll'
no file 'C:\Program Files\LOVE\libraries/hump/vector.dll'
no file 'C:\Program Files\LOVE\loadall.dll'

Traceback

[love "callbacks.lua"]:228: in function 'handler'
[C]: in function 'require'
src/startup/gameStart.lua:18: in function 'gameStart'
main.lua:8: in function 'load'
[love "callbacks.lua"]:136: in function <[love "callbacks.lua"]:135>
[C]: in function 'xpcall'
[C]: in function 'xpcall'

Can't Run

Found you on tictok, followed the youtuve video and getting this error
Error

src/startup/gameStart.lua:18: module 'libraries/hump/vector' not found:
no field package.preload['libraries/hump/vector']
no 'libraries/hump/vector' in LOVE game directories.
no file 'libraries/hump/vector' in LOVE paths.
no file '.\libraries/hump/vector.lua'
no file 'C:\Program Files\LOVE\lua\libraries/hump/vector.lua'
no file 'C:\Program Files\LOVE\lua\libraries/hump/vector\init.lua'
no file '.\libraries/hump/vector.dll'
no file 'C:\Program Files\LOVE\libraries/hump/vector.dll'
no file 'C:\Program Files\LOVE\loadall.dll'

Traceback

[love "callbacks.lua"]:228: in function 'handler'
[C]: in function 'require'
src/startup/gameStart.lua:18: in function 'gameStart'
main.lua:8: in function 'load'
[love "callbacks.lua"]:136: in function <[love "callbacks.lua"]:135>
[C]: in function 'xpcall'
[C]: in function 'xpcall'

2.5D alike

@kyleschaub you can't go behind structures, it would be good if you implement 2.5D or else the character's sprite will disappear as it goes towards the structure.

Project Direction Inquiry

Project Direction Inquiry

WOW! Thank you so much for making this project! I'm in LOVE, pun certainly intended.
I'm really wanting to dive in and start contributing, but I am not sure where to begin. I wanted to start a discussion
to help plan.

These are the main topics I want to discuss.

  1. Documentation
  2. Project structure
  3. Testing
  4. Game design
  5. Music and Sounds

Documentation

I would love to help write documentation for this project. Some of my ideas for what to add would be these:

  • Add a change log keepachangelog.com has a very nice format to follow.
    Using one of these is very helpful to see where you've come from and insights into how you got there.
    In short, it is very helpful to both developers and users. A well written change log is leaps and bounds greater than relying on
    say git commit history.

    This file would be a great place to keep a log of any of your awesome YouTube videos as well. Since those are already great
    documentation.

  • Write down project vision in a road map. A good example of a short but useful project roadmap is neovims roadmap. This uses less details than the change log but is helpful because is shows the vision of the project. Long term goals.

  • Contribution guide that helps people to get started with development, testing, and other ways to contribute.

  • Code flowchart diagrams. Easy to see why these are helpful. My favorite way to create flow charts is to use mermaid-cli. This is a JavaScript CLI tool that can create flows charts from plan text.
    It is awesome because they are easy to create, there is no fussing over getting the lines perfect. Plus they write as easy as lua,
    and you get to source control your diagrams!!
    Here are a few of the things I'd like to start creating diagrams for:

    • How each item works
    • Enemies
    • Larger bits of game logic.

Project Structure

Versions

What version of lua and love are to be supported?

Platforms

What platforms are to be supported? It seems that right now it is only supporting desktop computers with a minimum screen size of
1920x1080.

And would mapping to a game pad controller ever be possible? This would be very awesome to feel that retro feel with a Zelda remake modern game.

License

Thank you for making this project available to everyone!

I want to chat about the license you've chosen. What are your reasons for choosing the MIT license?
I feel like this project would be better off using a GPL license. Such a license would require anyone who uses this code also makes
there project with the same license. It would be a shame if someone were to "steal" all of your code,
then make the game closed course and start reaping in the big bucks $$$. With the MIT license it is easy to do such a thing.
From what I discern about you're passion from your YouTube videos, I would think you would like to help keep this open source with all forks and spinoffs.

Code Formatting

Would you like to use a coding style standard? There are some tools such as stylua
that help with such things. This is a rust application that can be installed with the cargo package manager.
A good example for a simple config is that of neovims stylelua.toml

Testing

Unit Testing

Some parts of the application logic could benefit from unit testing. This page shows
many different lua testing frame works. One that I really like to use for my projects is u-test.

Game Testing

I know a lot of this needs to be done by humans. But is there some gameplay testing that could be automated?
I don't know much about this.

Game Design

There are many things to discuss here. But I'd like to keep it short with just one question... where do you see this project going?
Full game that matches the scale of an actual Zelda game, or perhaps a short indie game?

Whatever the answer, I'm still very, very interested in helping to develop.

Music and Sounds

It wouldn't be a true Zelda game without an amazing soundtrack of course! I'd like to help create an original game soundtrack.
I'm a decent musician myself, but I believe that setting things up for open source music development would be best.
This would require using a FOSS DAW (digital audio workstation) such as ardour, and tracking the entire
audio project in either this git repo or a companion repo if too far out of scope.

I'd like to help pave the way and get a few tracks going and take a go at it for this project.

Closing Thoughts

Zelda gamers are quite passionate (who else would write a GitHub issue this long without being passionate??)
and I think help will flock to this project quickly in all fields.

Linux release

Apparently YT disappears my comments about packaging for linux when I respond to those who ask. I don't know what about my posts causes the issue, they never give me a warning or anything. But it is probably more useful long term to say something here rather than over there anyway.

To distribute a linux release, zip your game from inside the containing folder, so main.lua is at the top level of the archive. To put it another way, you want everything except the folder your project is saved in, because love2d doesn't read beyond the first level of the directory tree when looking for initial data. Give your archive a .love extension instead of .zip (e.g legend-of-lua.love). That should do for the most part, along with a note to this affect:

Requires love2d version [compatible version number]. The package should be available in most repositories simply as love, or can be downloaded as an AppImage from love2d.org.

There are other options you might want to explore later to make things more robust as love versions change, but the above doesn't require much extra effort and should get you up and running now.

For linux users there are a few options to run the game:

  1. in terminal, cd to the folder the game is in and type "love legend-of-lua.love"
  2. in file browser, create a link or copy of the binary ("which love" in terminal should give the binary location) where love games are being stored, then just drag and drop the game onto the link, much like other platforms. If using the AppImage, games can be dragged and dropped on that as well.
  3. if love is installed from the repos, the game can also be executed like any other program by double clicking. Haven't tested this with just the AppImage on a system, but given it's containerised I'd guess not.
  4. Download and unzip the source code, then implement either method 1 or 2, replacing legend-of-lua.love with the game's containing folder (legend-of-lua-main).

Hope this is helpful.

Set fullscreen as the default

The minimum screen size right now is 1920×1080, I find myself changing the setWindowSize(false, 1920, 1080) function inside gameStart.lua to setWindowSize(true, 1920, 1080) everytime I download the game to see the changes, since the max resolution my screen allows is 1366×768.

What are the tradeoffs of setting the fullscreen option to true as the default? Or maybe setting a smaller minimum screen size and implement a listener when the user presses Fn+F on MacOS or F4 on Windows/Linux?

Bug report on 0.15

So, here is a little bug report, of things that I found while playing this demo (legend-win32-0.1.5):

  1. Vases can’t break other vases when thrown at them. (torches too)
  2. There missing collisions on the bridge in the village, when you step a little more to the bottom (but only in windowed mode?):
  3. when there’s “disabled” jellyfish it can stuck where you place it. (in sky, when on moving platforms, for example)
  4. Pause menu don’t pause anything, so you can die while on pause.

Here is video that demonstrates 2. and 3:
(This is repost of my comment on itch)

Legend_of_Lua_alpha0_15_bug_report.mp4

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.