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LÖVE: 2D Game Framework for Lua

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Re: LÖVE: 2D Game Framework for Lua

#61
post #58

Earlier quoted context omitted.

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

Neat example of cognitive bias, the brain perceives the Nope as being much more prevalent than it actually is!

For a small while I've had the idea of a [game engine/fantasy console/Scratch clone?] that comes packed with a bunch of example games. The example games should be good enough that people download it just to play them, but they are also encouraged to peek into their source code. I'd hope for it to be a sneaky gateway into programming.

For that, I'll keep this in mind: "Unlucky players may look at the source code of a chance-based effect to check if the odds are actually as stated."

Re: LÖVE: 2D Game Framework for Lua

#62

I haven't tried Löve, but I somehow enjoyed reading through the README.md, no AI slop, just a natural writing style with tiny indictors showing the authors' enthusiasm in creating software.

The project predates Github, although the first official release came out about a month prior. So, yeah, not a lot of AI slop 20 years ago.

Re: LÖVE: 2D Game Framework for Lua

#63
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.

There is a lot more that goes into Love2D than just SDL. It uses many other libraries for sound, image loading, etc as well as using luajit so that the lua runs very fast and has a super easy C FFI.

But SDL already provides an API for all the things you listed. So I am assuming the libraries in Love2D still call those underlying SDL APIs right?

Re: LÖVE: 2D Game Framework for Lua

#64
post #23

Earlier quoted context omitted.

lol, love seeing that I'm not the only one who did this. Being suspicious of WoF was the first and last time I peeked at the Balatro source.

Game developers sometimes make the “randomness” favor the player, because of how we perceive randomness and chance. For example in Sid Meier’s Memoir, this is mentioned. Quoting from a review of said book: > People hate randomness: To placate people's busted sense of randomness and overdeveloped sense of fairness, Civ Revolutions had to implement some interesting decisions: any 3:1 battle in favor of human became a g…

I think XCOM does this as well.

Re: LÖVE: 2D Game Framework for Lua

#65
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.

A lot of indie devs actually are fine with decompiling/viewing source. Even the STS2 devs have no issue with this. I think it is great and helps the indie dev community. Seeing this has actually made me excited about game dev to the point where I'm beginning to dig in myself.

Re: LÖVE: 2D Game Framework for Lua

#67
post #3

As someone that used to write 2D games with things like phaserjs, sdl and even directx7, I always regret I never tried Löve2d. I think Android and iOS packaging was also supported. Is this still the case? What if one wants to integrate IAP?

Pretty sure there is still app packaging documented somewhere. There is also, at least for Android, an official Löve2D Launcher app that can open any love-file saved to the phone and execute it. I use that all the time.

The Launcher is available also for old Android versions, which means that old obsolete Android devices (I have some tablets and phones) can be used for whatever it can be fun to still write some GUI for on some spare touchscreen device.

Re: LÖVE: 2D Game Framework for Lua

#68
post #37
post #28

Am I really the first one to mention pico8 in this thread? Anyway, pico8 is another option that has a bit different spin, but you also implement the games in Lua :)

TIC-80 is a nice free as in freedom alternative to PICO-8, and it allows more inputs, which makes for better Tetris games (gotta have that hold piece).

Is this about Master of Blocks?

There are a lot of free-as-in-freedom alternatives to (and clones of) PICO-8, but TIC-80 is indeed the most popular one, by far. And popularity is important for any software ecosystem. I really like that it supports other languages, even if that kinda inhibits its ability to be embedded into small hardware.

Apparently the nightly release supports DCPM samples now. Dunno why.

Re: LÖVE: 2D Game Framework for Lua

#69

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'm curious as to how you came to that conclusion. Did you run any tests, or is it just a general observation? What's your computer hardware like? This isn't an accusation of anything, I promise I'm genuinely curious.

Re: LÖVE: 2D Game Framework for Lua

#70
post #17

Earlier quoted context omitted.

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.

step 1 htop

there isnt step 2, explain is over

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