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LÖVE: 2D Game Framework for Lua

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Re: LÖVE: 2D Game Framework for Lua

#111

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

Lua is a scripting language done right.

It doesn’t pretend to be more than it is. Anyone can learn it a couple of sessions. It has all the stuff you need to write a program.

Imagine if we had Lua instead of JS in the browser.

In fact the latter was once closer to Lua, but didn’t have the same philosophy of wanting to stay minimal.

Re: LÖVE: 2D Game Framework for Lua

#112

my favorite game in love: mario, with portals https://stabyourself.net/mari0/

Agreed, mari0 is awesome.

Pity it's not playable in even mildly current versions of love because being backwards compatible takes some slight effort on behalf of framework maintainers.

Re: LÖVE: 2D Game Framework for Lua

#113
I used LÖVE to build a simple Kodi alternative for my home media center setup. My first attempt was using Electron but rewriting to LÖVE meant much simpler code (turns out manually calculating coordinates is simpler than fighting CSS) and less resource consumption (not a high bar, yes). It works so well I might clean it up and open source it...

Re: LÖVE: 2D Game Framework for Lua

#114
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.

I know which card. We were all there. Are the odds wrong? "Nope!"

Re: LÖVE: 2D Game Framework for Lua

#115

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

[flagged]

Re: LÖVE: 2D Game Framework for Lua

#116
I use this framework to build prototype applications and it's always a delight. Something about Lua just feels right. Once I'm satisfied with a demo or prototype, I later on port it to native C/C++ implementation.

Re: LÖVE: 2D Game Framework for Lua

#117
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?

In many aspects, Lua is more verbose and awkward than other similar languages. Compare

  local alive_enemies = {}
  for _, enemy in ipairs(enemies) do
    if not enemy.dead then
      table.insert(alive_enemies, enemy)
    end
  end
  enemies = alive_enemies
with

  enemies = enemies.filter(enemy => enemy.alive)

Re: LÖVE: 2D Game Framework for Lua

#118
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 worked on a game where we added a "fairness" factor to randomness. If you were unlucky in one battle, you were lucky in the next, and vice versa. Mathematically you ended up completely fair. (The game designer hated it, though, and it wasn't shipped like that)

Re: LÖVE: 2D Game Framework for Lua

#119

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

I know it’s bikeshedding and leads to pointless discussions, but in my opinion Lua would be the perfect scripting language if it had 0-based indexing.

“It makes more sense this way” is not a good enough reason to break convention.

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