Earlier quoted context omitted.
Good news: the universe is written in LISP. Bad news: with no comments.
> the universe is written in LISP Ostensibly. Honestly most of it was hacked together with Perl. https://xkcd.com/224/
LÖVE: 2D Game Framework for Lua
171–180 of 229 posts
Re: LÖVE: 2D Game Framework for Lua
#172Earlier quoted context omitted.
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.
too bad universe doesn't ship with unobfuscated source so that you could see whether you're unlucky, or just skill issue
Re: LÖVE: 2D Game Framework for Lua
#173Am 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).
Re: LÖVE: 2D Game Framework for Lua
#174Earlier quoted context omitted.
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?
Love2D uses openAL for audio, FreeType 2 for fonts, DevIL for image loading and Box2D for physics. It can also use image fonts. It uses luasocket for networking and has a compression API built in. On top of that there are love2d specific libraries people have written to deal with 2D games like GUIs and tile libraries. Then there is the ease of debugging, where you can use lua to have runtime access to the table of va…
Re: LÖVE: 2D Game Framework for Lua
#175Earlier 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…
So over the course of the game you'll get the exact same tiles, just in a different random order.
Now to be fair, I didn't make that clear to the player that's what was happening, they were just seeing numbers come up, but it was still amazing to see how they perceived themselves as getting lower numbers overall compared to the opponent all the time.
Meanwhile on the base game difficulty I was beating the computer opponent pretty much every game because it had such basic A.I. where it was placing its tiles almost totally at random (basically I built an array of all possible moves where it would increase its score, and it would pick one at random from all those possibilities, not the best possibility out of those).
My Dad used to play a lot of online poker, and he used to complain when other players got lucky with their hands, be like 'I know the chances are like 5% of them getting that! They shouldn't have gotten that!' and it always reminded me of those people.
Re: LÖVE: 2D Game Framework for Lua
#176Lua's small footprint is it's one big advantage in addition to its pleasent syntax but with tiny cc (which raylib supports when I last checked a few years ago) you can get a compact c runtime as well.
I haven't worked on a project with either of these frameworks but a couple of years back I was researching into some frameworks and was surprised to learn that I can use raylib on my phone with termux!
Re: LÖVE: 2D Game Framework for Lua
#177Re: LÖVE: 2D Game Framework for Lua
#178Re: LÖVE: 2D Game Framework for Lua
#179Earlier quoted context omitted.
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?
Can't say for sure how Balatro did it, but typically you do one shared core and any platforms basically use that core in their own suitable way. Considering it's lua, would feel very natural and be relatively simple for Balatro to do it this way too. Not much to keep in sync, just ensuring the core remains reusable in the ways the platforms need it.
Re: LÖVE: 2D Game Framework for Lua
#180https://github.com/willtobyte/carimbo
I have a game on Steam made with it, the game is open-source now.