Sprung stuff

I seem to be getting in conversations about Sprung a lot lately. I’ve definitely written about it plenty in the past but those blog entries are no longer available and probably not written with the sort of voice I’d like these days, so I figure it’s time to revisit what I worked on, 100 hours a week1, 16 years ago.

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Lua, why are you like this?

Okay so I like LÖVE for making games, and have used it for quite a few of them at this point.

I like that it gives me a bunch of useful primitives for making games, and then just gets out of my way. And I like that it has a simple build process where it isn’t too difficult to make a cross-platform build and continuous deployment system that also lets me do continuous deployment to itch.io or whatever.

And I also like that Lua is a fairly easy language to learn, with a simple syntax. But there’s a few things about it which are just baffling or annoying to me.

And I’m not talking about the 1-based arrays! (That’s annoying in a couple of situations but for the most part it doesn’t really matter, at least not to the extent that people make a big deal about it.)

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