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Create 2D games in Lua and LÖVE.
- dermatthias 15y agoA real time killer and really great game concept developed in Löve is mari0, a Mario and Portal clone. http://stabyourself.net/mari0/ http://stabyourself.net/mari0/
- Avshalom 15y agoThis has been posted in some form or another a couple times, but, having written a few thing with Löve I absolutely recommend it, especially if you're looking for something to learn Lua but can't think of a project to start with.
- brink 15y agoAlthough not suitable for all games, my favorite part about this engine is how well tied in box2d is in Löve. The developers have made it feel almost seamless, which makes the engine a lot of fun to play with. https://love2d.org/wiki/Tutorial:Physics https://love2d.org/wiki/Tutorial:Physics
- rg0ne 15y agoI discovered LÖVE sometime around this february. We have a Game-making group at university, so I wanted to show them too. All went well until we looked at the libraries :/
- therockhead 15y agoWhat was wrong with them?
- 286c8cb04bda 15y agoNot the parent, but -- in my experience -- many libraries from the community were written by enthusiastic amateur developers. Finding ones I enjoyed using was very needle-in-a-haystack. One recommendation: https://github.com/kikito https://github.com/kikito
- dannytatom 15y agoAlong with that, a lot of the libraries (from what I could tell) put all the code in one massive file in a forum thread and update it from there, making it pretty time-consuming to keep up with changes. That and there's no consistency between libraries as far as how they decide to use classes.
- anonymoushn 15y agoThat and there's no consistency between libraries as far as how they decide to use classes. This problem actually became so severe that there is now a "common interface" that libraries can use on each other's objects.
- anonymoushn 15y agoMy solution to this was to not use any of them. The LÖVE APIs are pretty sane, so using your own tiny wrappers is not much work compared to dealing with the libraries.
- rg0ne 15y agofirst the names struck me(dirty mind). aside from that, the libraries that caught my attention were far from complete :/ (lure, it is)
- stiletto 15y agoWith the wife and boys out of town for a few nights, I took one afternoon to see what I could make in 4 hours. I was really pleased with aspects of the language and libraries that, compared to my language of trade (C/C++), enabled me to add features almost as quickly as I could think of them. A+ would use again, especially if they could figure out mobile platforms.
- 286c8cb04bda 15y agoFor mobile, take a look at Moai[1]. I don't like it as much as LÖVE -- it feels more low-level and fiddly to me --but it's Lua and it's pretty full-featured. [1] http://getmoai.com/products/moai-sdk http://getmoai.com/products/moai-sdk
- toddz 15y agoI work on Moai - we just shipped 1.0 last week. It's designed to be a minimalist, open source framework for game development. We think that's the best approach for experienced game devs - look at Bungie's Crimson Steam Pirates on iOS and Chrome for an example of what you can achieve. If you need a higher level scene manager, then check out Rapa Nui for Moai at https://github.com/ymobe/rapanui https://github.com/ymobe/rapanui
- mkilling 15y agoCorona (http://www.anscamobile.com/corona/ http://www.anscamobile.com/corona/) is nice if you want to write Lua on iOS/Android
- signalsignal 15y agoCocos2d uses LUA as well as ObjC and C++ so you could get the best of all worlds ;)
- nosecreek 15y agoIt really is too bad that they still don't have anything for iOS/Android. I used Love a fair bit a couple of years ago and I seem to recall a few people who had been able to get it working on iOS, it doesn't look like anything came of it though.
- deleted 15y ago[deleted]
- teyc 15y agoI like LOVE. The only problem is the library names can get a bit x-rated for teaching my young children.