challacade / legend-of-lua Goto Github PK
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License: MIT License
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.
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.
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
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'
You can throw a boomerang while aiming with bow
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'
@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.
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.
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:
What version of lua and love are to be supported?
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.
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.
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
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.
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.
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.
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.
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.
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:
Hope this is helpful.
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?
So, here is a little bug report, of things that I found while playing this demo (legend-win32-0.1.5):
Here is video that demonstrates 2. and 3:
(This is repost of my comment on itch)
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