![]() Look at the links GVovkiv provided and at the APIs that LÖVE and Lua provide, to create a picture of what you can do. After having tried Gideros and Corona (both Lua-based), I am totally in love with. The former can potentially be more human-friendly and the latter can be more computer friendly, but both options can work in any situation. Using scenes inside scenes is far better than prefabs inside scenes. There are two general kinds of data you can save to a file: textual (which will let you open the file in a text editor and see its contents) and binary (which will look nonsensical in a text editor, and you'll need another kind of program to make sense of). next time you start the game) and want to convert the data back then you need to do the reverse, which is called deserialization. Gideros, the free cross platform Lua based game engine. Manage memory between scenes - adding and removing objects. how large-scale scene management should work to bring you a one-of-a-kind vegetation system. Gideros provides on device players for iOS and Android that can be used to. ![]() ![]() See the tip below for instructions on how to create a new Variant Set from scratch. This is the equivalent to clicking the + Variant Set button in the Variant Manager UI. Adds the specified Variant Set to the Level Variant Sets Asset. If you want to save anything else to a file (like booleans or tables) you'll need a way of converting that value to a string. SceneManager class provides and easy way to manage scenes in Gideros. scene2d is a 2D scene graph, scene2d.ui is a UI toolkit on top of that. Creates a new, empty Level Variant Sets /Game/. The only kind of values you can save to files are strings (which are actually just arrays of bytes under the hood) and numbers (which Lua automatically converts to strings when you try to write them to files). On a more basic level, to save data you need to save that data to a file.
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