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LÖVE: 2D Game Framework for Lua

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Re: LÖVE: 2D Game Framework for Lua

#81
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.

In case you're curious, here's a Nix derivation to make Balatro for any other system playable on Linux: https://github.com/NixOS/nixpkgs/tree/master/pkgs/by-name/ba... I wrote half a blog post when I did the derivation. One day, I should finish it and post it here.

That's awesome!

Re: LÖVE: 2D Game Framework for Lua

#83
Anyone who is a fan of the TV Show Community MUST try out the recreation of the 8 bit video game episode(Digital Estate Planning) called Journey to the Center of Hawkthorne.

[1]: https://projecthawkthorne.com/

It is now available to play straight in the browser(I guess using LÖVE Web Builder?).

[1]:https://schellingb.github.io/LoveWebBuilder/

This engine has really come a long way and enabled such a memorable game for me.

Re: LÖVE: 2D Game Framework for Lua

#85
Lua is very fast - even without the JIT it makes Python feel like wading through molasses.

Lua is so small and simple (but not simplistic) that you can keep it completely in your head. Even if you only get to work on your project once every weekend you won’t have to relearn half of it every time.

Re: LÖVE: 2D Game Framework for Lua

#86
post #41

Earlier quoted context omitted.

Now why would you hate lua of all things?

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

1-based indexing is great. It's just _different_ - from C, where the array index is just sugar for pointer arithmetic, and from other languages which borrowed the practice without reasoning.

Re: LÖVE: 2D Game Framework for Lua

#87

Is Love2D a decent option for gamedev compared to Godot? I finished a really simple game using Unity3D and it was fun, but it sucks to use a closed source engine.

It’s very different, and it depends what you are targeting. I love love2d.

I think love2d is better if what you love is coding, everything is code, love2d just executes Lua.

If what someone wants to do is make (for example) a 2d platformer, or definately for 3d, and the coding is something you need to do to make your game, goody is better, it includes so many batteries, have a built in gui level editor, etc.

One big advantage of love2d (although ironically not loved by many in its audience) is it is the AI friendly engine, as AIs love text and hate GUIs.

Re: LÖVE: 2D Game Framework for Lua

#89
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…

Dispatch too. If your odds are above a certain threshold, the mission is a gimme.

Re: LÖVE: 2D Game Framework for Lua

#90

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

I'm really curious how they do version control.

The Steam version was created by one guy, but the platform ports have a couple different authors. The Google Play and Xbox PC versions, for instance, have divergences.

I wonder how the ports influence the upstream and each other. How do they keep the codebases in sync, while also accounting for platform differences?

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