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LÖVE: 2D Game Framework for Lua

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Re: LÖVE: 2D Game Framework for Lua

#12
post #7

One of the biggest recent indie hits, Balatro, was made in Löve! I really like it, the developer experience is so smooth for beginners, just drag a zip onto the exe and it starts. And the APIs are simple enough to memorize while allowing pretty cool rendering stuff.

Balatro ships with the entire unobfuscated Lua source by the way.

I once checked if the odds stated on a card were implemented wrong. Turns out no, the code checks out, I'm just that unlucky.

Re: LÖVE: 2D Game Framework for Lua

#13
post #7

One of the biggest recent indie hits, Balatro, was made in Löve! I really like it, the developer experience is so smooth for beginners, just drag a zip onto the exe and it starts. And the APIs are simple enough to memorize while allowing pretty cool rendering stuff.

Balatro ships with the entire unobfuscated Lua source by the way. I once checked if the odds stated on a card were implemented wrong. Turns out no, the code checks out, I'm just that unlucky.

too bad universe doesn't ship with unobfuscated source so that you could see whether you're unlucky, or just skill issue

Re: LÖVE: 2D Game Framework for Lua

#14
post #7

One of the biggest recent indie hits, Balatro, was made in Löve! I really like it, the developer experience is so smooth for beginners, just drag a zip onto the exe and it starts. And the APIs are simple enough to memorize while allowing pretty cool rendering stuff.

Balatro ships with the entire unobfuscated Lua source by the way. I once checked if the odds stated on a card were implemented wrong. Turns out no, the code checks out, I'm just that unlucky.

hahaha, I did the exact same thing after the game came out to see if wheel of fortune was really a 1/4 chance

Re: LÖVE: 2D Game Framework for Lua

#15

I've used this for many projects that are still working to this day. That said, i'm not impressed. A web-based solution is usually better performing, despite all the bloatware necessary. This says a lot about the state of software development unfortunately.

It isn't web based? It's a set of Lua scripts that run locally

They are saying web based solutions often out perform LÖVE, even though you would expect the opposite because LÖVE doesn't have the bloat of a browser engine.

Re: LÖVE: 2D Game Framework for Lua

#16
post #13

Earlier quoted context omitted.

Balatro ships with the entire unobfuscated Lua source by the way. I once checked if the odds stated on a card were implemented wrong. Turns out no, the code checks out, I'm just that unlucky.

too bad universe doesn't ship with unobfuscated source so that you could see whether you're unlucky, or just skill issue

The source is right there, you just have to grok it.

Re: LÖVE: 2D Game Framework for Lua

#17

Earlier quoted context omitted.

It isn't web based? It's a set of Lua scripts that run locally

They are saying web based solutions often out perform LÖVE, even though you would expect the opposite because LÖVE doesn't have the bloat of a browser engine.

Browser engines are probably some of the most optimized pieces of software in existence, so it doesn't surprise me at all.

Re: LÖVE: 2D Game Framework for Lua

#19
I generally very much dislike dynamic languages but for some reason I've always really liked Lua. I'm not exactly sure why to be honest.

Maybe because you can fit the whole language spec on a single sheet of paper and adding more advanced features is pretty easy.

Love looks really cool. I never got into it personally but I still might

Re: LÖVE: 2D Game Framework for Lua

#20
I love löve I did some projects in it, lua was one of my fist programming language, i think it's a great fit for game dev.

Also move or die is running on love2d, which is an awesome game.

Also I love that trick that you can just zip your files and binary Comcast them to the love2d binary and it will load it.

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