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LÖVE: 2D Game Framework for Lua

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Re: LÖVE: 2D Game Framework for Lua

#191

If you liked Love2D, please take a look at Carimbo (my engine). https://github.com/willtobyte/carimbo I have a game on Steam made with it, the game is open-source now. https://github.com/willtobyte/reprobate

What does your engine have to do with Love 2D other than also using Lua?

Re: LÖVE: 2D Game Framework for Lua

#192
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…

The better option would be to just increase the flat odds. DQM: The Dark Prince is brutal with it's odds, but fair. A 45% chance is 45%.

In games like Civ/EU/Stellaris/Sins/etc It makes sense that a 3:1 battle wouldn't scale linearly, especially if you have higher morale/tech/etc. Bullets have a miss ratio, 3x as many bullets at the same target narrows that gap and gives the larger side an advantage at more quickly destroying the other side. So just give it an oversized ratio to scale the base (1:1) odds at.

That keeps "losing" realistic...a once in an occasion happenstance of luck/bad tactics/etc but also a generally very favorable and reliable outcome for your side.

Re: LÖVE: 2D Game Framework for Lua

#193
post #121

How is it supposed to be pronounced? Is it just gratuitous diacritics? Or should I pronounce it in my native Swedish (where the names makes me think of leaves rather than love)? (Throwing diacritics on English words look extremely silly to me, since I know how åäö are supposed to be pronounced. It makes something like Motorhead just sound laughable rather than metal.)

I instinctively pronounce it [løv].

What about the e? If it was Swedish you would definitely not have a silent e, but I don't know if Norwegian might. (On the other hand it is spelled löve, not løve, so arguably Swedish rules should apply.)

Re: LÖVE: 2D Game Framework for Lua

#194
post #121

Earlier quoted context omitted.

I instinctively pronounce it [løv].

What about the e? If it was Swedish you would definitely not have a silent e, but I don't know if Norwegian might. (On the other hand it is spelled löve, not løve, so arguably Swedish rules should apply.)

I interpret it as English, except with a letter borrowed from other languages.

Re: LÖVE: 2D Game Framework for Lua

#195
post #44

Earlier quoted context omitted.

I didn't know I could check but after losing like 20 times in a row I just stopped taking WoF. Never saw the good outcome.

I’ve 100%’d Balatro and wheel of fortune is quite strong. It’s never worth taking before you’re at max interest though.

I'm sure it's strong if you hit it, I never did so to me it was a waste of chips.

Re: LÖVE: 2D Game Framework for Lua

#196
post #141

Earlier quoted context omitted.

It's more minimalistic, that's true. But there's nothing stopping you writing or downloading an array library so you can do this: enemies = array.filter(enemies, function(e) return e.alive end) Or even setting a metatable so you can do: enemies = enemies.filter(function(e) return e.alive end)

Due to the embedded nature of Lua, it’s often impossible or difficult to use libraries. And I don’t want to reimplement basic functionality every time I start a new project.

That seems like a contextual problem, not a Lua problem.

If you're in Love and/or control the environment you're free to bring in whatever libraries you want. Or to build your wrapper to support multiple files from the user.

Like you could suffer from a bad embedded scripting setup with any language. Granted if it was embedded Python or Javascript you would get a bit more for builtin if they embed a full implementation. But also embedding Lua with support for user supplied libraries is less effort than embedding a whole Python/JS runtime

Re: LÖVE: 2D Game Framework for Lua

#197

If you liked Love2D, please take a look at Carimbo (my engine). https://github.com/willtobyte/carimbo I have a game on Steam made with it, the game is open-source now. https://github.com/willtobyte/reprobate

> Carimbo doesn't reinvent the wheel; it uses the best libraries, such as boost, Box2D, EnTT, stb, yyjson, sol2, PhysFS, SDL, and miniaudio. To me this sounds similar to Love2D. How is Carimbo different, from the perspective of a dev working with it?

Carimbo is more opined.

Re: LÖVE: 2D Game Framework for Lua

#200
post #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.

Pardon my ignorance. But in many languages that have alternative ways of iterating you tend to user indexes less and less. Isn't that true in Lua?
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