My name is Stephen, known mostly as Neo-Dragon on forums, and I'm from Dublin, Ireland.
I've been a self employed game developer since 2012 with a single RPG on the App Store that I still work on (ZENFORMS: Protectors).
I'm experienced in Objective-C and PHP and have 0 experience with LUA and my first time using it was after I got accepted to try Defold and following along with the tutorial (which despite some comments I've seen on the forum, I rather enjoyed).
For my RPG, I wrote my own game engine from scratch but used Cocos2D V0.99.5 as my base API for high level rendering - scene and sprite management. In June of last year I decided to completely rewrite my game engine and update the base Cocos2D to the current version (long story, Apple forced 64-bit compiling to their apps, the old engine couldn't do that). I'm still in the progress of doing this and working towards a major content update but am looking to the future since the Cocos2D (objective-c version) platform is pretty much dead at this point.
I've a very data driven approach thanks to my experience and Defold interested me the moment I saw the page. Multiplatform build support is something new to me and very attractive about Defold. LUA seems fine too, lol.
Looking forward to seeing what I can produce with Defold and I plan on coming to the forum often to ask questions and try help out others once I get more experienced.
Speaking of Cocos2D - has anyone thought of an action system? A way to manage common animation actions on sprites (MoveTo, MoveBy, FadeIn, FadeOut, and so on over time)? It's something I'm thinking of trying to port over to Defold/Lua as my first project.
Basically it would be like: (phrase example, not actual code)
sprite actionWithDelay:2.0f MoveToPosition(x,y)