I’m in with MoonScript (again)
Hello everyone!
I’m back for my second Ludum Dare and I couldn’t be more excited. I learned a lot last time, finishing my first game called Volcanox. It was a great experiment for me because I wrote the game in my own programming language, MoonScript.
It was also very difficult because I was essentially started with nothing more than love2d. I spent a lot of time writing all of the game foundations from scratch. This time around I’m coming prepared. I extracted all the generic things I wrote for Volcanox (like collision detection, and rendering tiles) into a little library called LoveKit.
I’ve also got a few more tricks up my sleeve with LoveKit. I’ve written a nifty piece of code to hot-load game code and images as I edit them. This means that as soon as I save some file the changes are instantly reflected in the game without having to restart anything. I haven’t use this to make a game yet, but I think it will speed thing up considerably, I’ll post an update about how well it’s working once the comp has started.
Follow me on twitter as I post updates!
The Tools
Language: MoonScript (compiles to Lua)
Editor: gvim
Framework: LÖVE
Library: LoveKit
Graphics: GIMP
Music: JV-1010 and Loop Station RC-3
Sounds: as3sfxr and Audacity
Tags: love2d, moonscript
