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Remembering Home

Lua

Made with LOVE

Building:

  1. Go to the scripts/ folder and then run ./generate_fonts generate_fonts, ./generate_fonts convert_fonts, and ./generate_fonts copy_fonts first. This is only required once.
  2. Then run ./build init to setup the directories and copy the assets to the output directory.
  3. Then ./build run to preprocess and run the game.

When modifying files in the res/ or in the modules/ directory, you should update with ./build rebuild before running again.

For cleaning files and logs ./build clean && ./build clean_logs

(see buid.sh for more info)

Libraries:

  • anim8 - for sprite animation
  • Batteries - for class, vec2, vec3, math, string, table, etc.
  • beehive - for behavior trees for AI
  • bitser - for serialization/deserialization of lua data to binary files
  • bump-niji - for 2D collision detection
  • Concord - for Entity Component System
  • Enum - for Enums
  • flux - for linear interpolation and tweening
  • gamera - for camera
  • HUMP - for Timer
  • jprof - for profiling
  • lily - for asynchronous loading of assets
  • log - for logging
  • lume - for some utility functions
  • love-sdf-text - for SDF rendering
  • ngrading - color grading (heavily modified for this project)
  • Outliner - for Outline shader (modified for this project)
  • ReflowPrint - for alignment of text that is shown one character at a time
  • semver - for semantic versioning
  • Slab - for GUI and in-game editor tools
  • splashes - for löve splash screen
  • strict.lua - tracks accesses and assignments of undefined variables in Lua
  • TimelineEvents - for coroutine based event system

Tools:

Credits:

Dependencies:

Setup:

  • git clone <this_repo>
  • git submodule init then git submodule update
  • cd libs/ExportTextureAtlas, git submodule init then git submodule update
  • ./build.sh init
  • ./build.sh get_love_build

Coding Style Guide

LICENSE:

  • Source code is under the MIT license. See LICENSE file.
  • Assets are under the CC Attribution license. See LICENSE.
  • Each library/module has their own license

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