-
Balatro was made with LÖVE, and a lot of it like the background and score flames were made with GLSL:
https://www.reddit.com/r/PixelArt/comments/143ybxa/pixelated...
So LÖVE does look great for prototyping but can also take you to production.
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 hours' work!
-
InfluxDB
InfluxDB high-performance time series database. Collect, organize, and act on massive volumes of high-resolution data to power real-time intelligent systems.
-
Balatro was made with LÖVE, and a lot of it like the background and score flames were made with GLSL:
https://www.reddit.com/r/PixelArt/comments/143ybxa/pixelated...
So LÖVE does look great for prototyping but can also take you to production.
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 hours' work!
-
-
carimbo
A 2D game engine developed in modern C++ using SDL, featuring Lua scripting capabilities and designed for web portability via WebAssembly.
I have been using my engine https://github.com/willtobyte/carimbo
Demo https://carimbo.run/play/1.0.30/willtobyte/megarick/1.0.30/7...
You can use Lua as scripting language.
-
I built Twins of Caduceus (a snake-based game where you have to control two snakes simultaneously) entirely using Phaser 3. I've had mostly very good experiences with it as a batteries included framework (renderer, asset management, physics, input, etc.)
It's a shame that the map/level editor is a eternal subscription fee with no fallback license. That means you're relegated to either building your own map editor or using something like Tiled.
https://specularrealms.itch.io/the-twins-of-caduceus
https://www.mapeditor.org/
-
> cross platform/web/mobile distribution
Unfortunately, each and every platform has its own unique quirks[], and I think the problem is too large for a project like LÖVE to tackle.
In fact, LÖVE's authors have already done "90% of the work in 10% of the code": you can make a ZIP file, change the extension to .love, and just distribute that. Install LÖVE, double-click YourGame.love, and you're done. You can also concatenate the game executable with the ZIP file to create a self-contained binary distribution for that target platform (super old & cute trick; it's possible because ZIP's "header" is in fact, at the end of the archive).
[]: In 2016 I've attempted a "one game per month" challenge; but I also wanted to distribute executables for Windows, macOS, and Linux, so that all of my friends could just play them. It went something like this:
- Windows: distributing executables from your personal domain is considered a crime; the browser and the OS will yell at the user, block the download, blacklist you, etc.
- macOS: simply concatenating won't work; you need an elaborate dance to create a .app bundle, and distribute that in a .dmg - good luck building that on a Linux host, also good luck debugging without an actual Mac. Nevermind code signing, you can bypass that with shift-right-click-open. Oh wait, macOS 15 won't let you.
- Linux: are you ready for the .so hell?
- BSD: bonus! The documentation for SDL_GetPlatform doesn't even enumerate all of the possible values! You need to source-dive to get them: https://github.com/libsdl-org/SDL/blob/f45ce45603a00e92332f9... - plus any possible patches in ports; most developers won't ever care, and will just hardcode "Linux". Checking for $DISPLAY is also unreliable: macOS users may have XQuartz installed, Wayland purists may run without XWayland, etc.
-
If you are looking to do VR/3d games, LÖVR (https://lovr.org/) is derived from LÖVE.
-
CodeRabbit
CodeRabbit: AI Code Reviews for Developers. Revolutionize your code reviews with AI. CodeRabbit offers PR summaries, code walkthroughs, 1-click suggestions, and AST-based analysis. Boost productivity and code quality across all major languages with each PR.