Check out L#, my very own programming language! (Still in prototype)
One day I decided, I wanted to make a language myself. I was originally gonna name it Luna, after my love of course, and obviously it was taken. By a real spoken language and million more programming languages. Then Selene, synonym of Luna, taken as well. Then, I stumbled onto L, the first letter of Luna. L was taken obviously. So I named my language L#. Now, L# was taken, but by a language abandoned 7 years ago with 3 stars on Github.
There are 2 main types of programming languages I could make L# in. Compiled and interpreted. Compiled programs are standalone executables. They are "compiled" and its end product is machine code. Compiling is the process of translating a programming language to Machine Code, usually by generating assembly code and then assemble that assembly code. Compiled programs can be run by itself, it doesn't need another program to read it, unlike interpreters, but they cannot be edited without recompilation, which takes time and people can't view what they're running. Popular compiled languages include C/C++, C#, R*st, and Golang.
Interpreted programs, on the other hand, run the code directly with an interpreter program reading the code you want to run, similar to a virtual machine, meaning it'll run slower. Not just that, the program is often be unoptimised, meaning it'll run even slower. However, you can directly see and edit the code that you're running. Most hobby languages, like NoodleScript or Z#, are interpreted. Popular interpreted languages include Python, J*vascript (before 2008), and Ruby.
Compiled and interpreted languages have its own ups and downs. After a bit of a decision, I decided to go with compiled due to its performance.
So now, here we have it, L# Beta 1.0. Standard library for stdout and exit with specified exit codes, inline Assembly with the asm keyword, and multiple data types. More data types, stdin, and more features are already being developed in an unreleased version of L#.
Have fun trying it out! Also some path bugs that I'll be fixing later
Posted Mar 6, 2026, 3:42 PM UTC