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LÖVE: 2D Game Framework for Lua

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Re: LÖVE: 2D Game Framework for Lua

#91
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).

It's just that pico8 has much larger ecosystem. There's a new great game almost every day. It is sort of annoying that it's not FOSS, but on the other hand the team/author has sustainable business.

Re: LÖVE: 2D Game Framework for Lua

#92
post #33

Earlier quoted context omitted.

The 8-ball joker is even more BS. I think I’ve only seen it trigger once ever.

I've read the source a few years back. It's all implemented fairly as it says on the tin. I've long been suspicious of the RNG/seed implementation.. but not curious enough to automate testing of it, though.

It's been done, it's a valid RNG. It's somewhere on Reddit if you want to try and search for it.

Re: LÖVE: 2D Game Framework for Lua

#93
post #33

Earlier quoted context omitted.

I've read the source a few years back. It's all implemented fairly as it says on the tin. I've long been suspicious of the RNG/seed implementation.. but not curious enough to automate testing of it, though.

It's been done, it's a valid RNG. It's somewhere on Reddit if you want to try and search for it.

I figured it had been tested by someone more motivated than me, haha, thanks! Will look for it when I'm back at a computer.

Re: LÖVE: 2D Game Framework for Lua

#94
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.

SDL3 should get more love in general. The SDL3 GPU API[1] provided a cross-platform GPU API even before WebGPU. In Rust it's a good alternative for winit/wgpu. For that reason I added it to areweguiyet.com[2] last week, where apparently it wasn't even listed before. I am currently using it to develop a space game[3] inspired by the original BBC Elite. Using emscripten to get on the web and QUIC/Webtransport for netwo…

SDL3 is something I've been keeping an eye on, but at least one thing that held me back from diving into it was SDL_Mixer (audio library) was not updated to a release version for SDL3 until I think a month ago? I need to get back to it but lately I've been messing with SDL2 + wasm stuff using emscripten.

Re: LÖVE: 2D Game Framework for Lua

#96
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).

TIC-80 is wonderful to play in. Besides being free/open, another advantage over PICO-8 is TIC-80 has native support for Fennel. i.e. you can code within the system editor in Lua OR Fennel (or half a dozen other languages!) You don't have to edit and transpile to Lua on the desktop as you would with PICO-8. This has some value in debugging with error messages and line numbers.

It's also just plain cool to rock the TIC-80 editor fullscreen with narrow font, coding natively in Lisp and publishing the result to a webpage you can share.

I wish the iOS (app) deployment story was a little smoother for TIC-80.

Re: LÖVE: 2D Game Framework for Lua

#97
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…

Games like Battle for Wesnoth which have it implemented right, you’ll look at a 90-10 scenario with 2 attacks and end up with the 1% scenario. Enough to make a man rage. I have degrees in Mathematics, I am aware of statistics, and all that. And yet when I played that game I would still have an instant “wait what, that’s super unlikely” before I had to mentally control for the fact that so many battles happen in a single map.

Was good because it identified a personal mental flaw.

Re: LÖVE: 2D Game Framework for Lua

#98

Earlier quoted context omitted.

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.

The reasoning is to be consistent with C and it's more than enough reasoning for me. I don't know if 1-based indexing is fundamentally better. However, I know the probability that I will need to use other languages in the future is 100%, and they'll use 0-based index.

It's like right-click-to-select.

Re: LÖVE: 2D Game Framework for Lua

#99
I’m a big fan of Love2D as well. it’s simple, efficient, and really easy to get productive with. After just a short learning period, I was able to ship my first indie game on Steam, a small Chinese‑character puzzle game built entirely with Love2D. https://store.steampowered.com/app/4218330/WordJoy/
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