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LÖVE: 2D Game Framework for Lua

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Re: LÖVE: 2D Game Framework for Lua

#42

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.

Not on steam does it? I can only see the exe and dlls.

extract the exe like a zip file, that's how love packages itself. last i looked at the source myself it had comments in still from the dev

Re: LÖVE: 2D Game Framework for Lua

#43

Earlier quoted context omitted.

Not on steam does it? I can only see the exe and dlls.

extract the exe like a zip file, that's how love packages itself. last i looked at the source myself it had comments in still from the dev

yep that works

Re: LÖVE: 2D Game Framework for Lua

#44

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.

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

I didn't know I could check but after losing like 20 times in a row I just stopped taking WoF. Never saw the good outcome.

Re: LÖVE: 2D Game Framework for Lua

#45
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.

Haven't used it in almost 10 years but at least back then one sticky point was that unlike unity and the like, opening the exe didn't open an IDE. Just kind of a dummy window. Also building for Mac from Windows was a nightmare since my end user was not technically literate and it didn't just run on their end. But that's likely just a Mac issue

Re: LÖVE: 2D Game Framework for Lua

#47
post #17

Earlier quoted context omitted.

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.

Explain this to electron haters.

Re: LÖVE: 2D Game Framework for Lua

#48
post #41
post #8

Btw, Love2D is based on SDL2. If you hate Lua but needs the same cross-platform capabilities, you can use an SDL2 binding in other languages or make your own.

Now why would you hate lua of all things?

For all the reasons, but the 1-based index alone makes me uncomfortable.

Re: LÖVE: 2D Game Framework for Lua

#49

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.

I don’t usually push LÖVE to its limits because I tend to make simple games as a hobby but I do keep an eye on its framerate and often it‘s in the 100s of frames per second. So it may not be impressive (in sense of winning benchmarks) but it’s rarely perceivably slow.

Re: LÖVE: 2D Game Framework for Lua

#50
post #41
post #8

Btw, Love2D is based on SDL2. If you hate Lua but needs the same cross-platform capabilities, you can use an SDL2 binding in other languages or make your own.

Now why would you hate lua of all things?

I don't necessarily hate Lua, but I prefer C and Raylib for game dev. Lua is garbage collected, dynamically typed, strays far from standard syntax patterns, and has less existing tooling than C.

I see why people might hate Lua. Especially for game dev!

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