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Building Game Prototypes with LÖVE

healeycodes.com

11–20 of 81 posts

Re: Building Game Prototypes with LÖVE

#11

Balatro was made with LÖVE, and a lot of it like the background and score flames were made with GLSL to reduce the amount and size of assets: https://www.reddit.com/r/PixelArt/comments/143ybxa/pixelated... The OP mentions hot reloading and there are a couple of repos that may help with that: https://github.com/clofresh/love-module https://github.com/usysrc/LICK Their card game prototype is really impressive for three…

MOONRING too which is another really fun game, although one that hasn't yet gone as mainstream as Balatro.

There is so much "draw the rest of the Owl" between a very primitive framework like LÖVE and stylistic games like BALATRO and MOONRING.

Re: Building Game Prototypes with LÖVE

#13
post #10

Balatro was made with LÖVE, and a lot of it like the background and score flames were made with GLSL to reduce the amount and size of assets: https://www.reddit.com/r/PixelArt/comments/143ybxa/pixelated... The OP mentions hot reloading and there are a couple of repos that may help with that: https://github.com/clofresh/love-module https://github.com/usysrc/LICK Their card game prototype is really impressive for three…

Balatro recently published a mobile version of their game, but I was under the impression Love2D only supported desktop platforms. Has that changed?

It is pretty easy to build for iOS, Android, and web.

Re: Building Game Prototypes with LÖVE

#14
post #9

The article gives a sketch of three games the author built. It sounds like the velocity was provided by consulting LLMs. It’s fun. I wonder if the creative feeling is an illusion, though. Does the fact that the LLM doesn’t feel like it is directly copying work it has ingested make the experience feel different than just ripping off a project you find on GitHub? Anyway, I would be very interested in a write up that gi…

Not the author but you can see my other comment in this thread about similar experiences I had using an LLM + Love2D to build a full tiny game.

I love coding and didn't get any of that creative feeling with my code. But it sure was a magnified experience in terms of the creative feeling about the thing I was actually building. It was amazing to just think about features and that's it. Until it didn't work, I mean. Then it sucked.

Re: Building Game Prototypes with LÖVE

#15
post #6

To the OP, try DragonRuby for your next game if you miss hot reloading but like the scripting, code-first nature of LÖVE. It’s also cross-platform. Not sponsored, just a big fan and it scratches many of the same itches as you described with LÖVE.

Love 2d can be quickly extended with hot reloading. See https://github.com/rxi/lurker

That’s awesome! It’s been a core feature of DragonRuby since the start, and they share similar framework values from what I can tell. It’s worth a look. I’m not the biggest Lua fan, personally, so DragonRuby scratches the right itch.

Re: Building Game Prototypes with LÖVE

#16
post #10

Earlier quoted context omitted.

Balatro recently published a mobile version of their game, but I was under the impression Love2D only supported desktop platforms. Has that changed?

It is pretty easy to build for iOS, Android, and web.

Should mention love.js isn't officially supported, and isn't 100% compatible with the LÖVE API. It will work just fine for a lot of games out of the box, though

Re: Building Game Prototypes with LÖVE

#17

Coincidentally, I’ve been building a chess-inspired game prototype with LÖVE for a few days recently, but switched to Godot this week. Love and lua are lovely, but Godot makes so many things trivial, it’s hard to argue against the pace of development I was able to achieve.

I've made games in both. They both have their pros and cons but Godot is basically a full IDE while Loves2D is a framework.

Re: Building Game Prototypes with LÖVE

#18

What do people think of Phaser? Currently playing around with it. API seems pretty large

It's definitely very much closer to a complete game engine than a library like LOVE and heavily leans on OOP.

Personally I prefer PIXI.js (which only focuses on sprites/graphics) as I can plug it more easily into my own data oriented architecture

Re: Building Game Prototypes with LÖVE

#19
post #10

Balatro was made with LÖVE, and a lot of it like the background and score flames were made with GLSL to reduce the amount and size of assets: https://www.reddit.com/r/PixelArt/comments/143ybxa/pixelated... The OP mentions hot reloading and there are a couple of repos that may help with that: https://github.com/clofresh/love-module https://github.com/usysrc/LICK Their card game prototype is really impressive for three…

Balatro recently published a mobile version of their game, but I was under the impression Love2D only supported desktop platforms. Has that changed?

It took them many months to get it on Android. It was wildly successful initially, and then it took many months to reach phones and missed much of the hype cycle. So I think it took them a lot of effort to port.

Re: Building Game Prototypes with LÖVE

#20

What do people think of Phaser? Currently playing around with it. API seems pretty large

It's a full-blown game engine and you can do A LOT with it. I've created several js games with it and it never let me down. I've never tried using it with ts, but it should be even better.

edit: Just wanted to add that Phaser has one of the best docs out there including a library of tons of examples that can really get one going.

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