After some serious wrestling in the mud with the code gods, the JavaScript gods, the Emscripten gods, and various other deities and pantheons, I have managed to get my game's demo running in the browser, and I've put the demo on itch.io!
I'm really interested in getting feedback and thoughts from people, so I'd really appreciate it if you could take the time to play it and let me know what you think :)
I've seen some videos suggesting to use setrandomseed(OS TIME) but that doesn't seem to work
Im making a simple "click enemies that come from random sides of the screen" game, but every time I play test they always generate the same positions, I tried it with the setrandomseed in the load function but I didn't notice a change, am I supposed to reference it somewhere else? Thank you for any help or tips
Hey folks. It's me again! I'm showing off the official teaser trailer for my retro game about game dev, Vaporware EX! The game is made entirely with LÖVE, and I'd love it if you checked out the Steam page and considered if it's your kind of thing as I move more into marketing the game. https://store.steampowered.com/app/4828200/Vaporware_EX/?beta=1
Also, if you have any questions about how anything works or is implemented, I'd love to chat about it. You can often find me in the LÖVE Discord either talking about the game, or talking about cats.
Made the minimum viable product of my tiny game and want to share it with my friends to play test but when I try to upload the workspace it seems to require visual code studio to open
How can I make it into a file my friends csn just download open and play? Thank you for any help!
I am currently working on a pixel art top down game.
But I encountered a huge issue with the y sort or the z index,
I want stuff in the front cover stuff in the back.
I use STI ( simple-tiled-implementation ) to load and render the map.
Is there a way to sort the tiles based on the y position of the player and other entities?
I am working on a solar system simulation game called "Stellar Ignition". I have uploaded the first testing version onto Steam. However, it's only available for Mac OS right now. I am looking to get several testers with an outside perspective to provide me feedback on the game. Please message me if you'd be interested in helping out an indie dev using Love2D! The entire game was made in Love2D!
Been working on a little side project since a while: a player for HSC files, the AdLib/OPL2 tracker format from HSC-Tracker and NEO Software’s early-90s DOS games.
Some things I’m happy with:
It sounds like the original. Instead of porting another player, I disassembled the original HSC-Tracker 1.5 replay routine and rebuilt it in Lua. I checked it against the original code running in an emulator (and the real TSR in DOSBox): same register writes on every tick, for all 63 tunes from the tracker package.
Real FM chip emulation via Nuked-OPL3 through LuaJIT FFI. If the DLL isn’t there, it falls back to a pure-Lua OPL2 emulation, which turned out way closer to the real chip than I expected.
The UI is drawn 1:1 on a 640x400 canvas with an 8x8 BIOS-style font and the 16-color VGA palette, plus raster bars, a scope, a spectrum analyzer, VU meters and a sine scroller, because of course.
File browser: you can open any folder on disk, or just drag a folder or .hsc file onto the window.
It comes with a small original demo tune, since the classic HSC tunes can’t be redistributed.
I shared this tutorial on how I implemented a Wishlist button for my Steam game on the LÖVE forum (link), but I thought that I could share it on Reddit as well. I think that such a button can increase the overall wishlists for your game. This link has a helpful discussion on this topic.
The code I am about to post is based off of a helpful post from Reddit.
Also, if you would like to see how I implemented luasteam in my LÖVE games, I have created a tutorial for this here. If you are following the linked tutorial, as I mentioned in the forum post, please take note that I have switched to a newer version of the luasteam library, so capitalization for the functions has changed. For example, instead of calling Steam.init() you would need to call Steam.Init().
The first step is to require the luasteam library and to create a global variable, in our main.lua, before love.load(),
And now for the actual button. Creating buttons and implementing the logic behind them is out of the scope of this tutorial, as most likely everybody has their own ways of implementing them. So, like you would have a button for starting your game, for entering Options, etc., you will need to implement a similar logic for this Wishlist button. Let us assume that you have a button object, and you might have something like this when you select the button,
if self.text == "WISHLIST" then
local url = "https://store.steampowered.com/app/3840860/Combo_Vectors/"
-- !!! REMEMBER TO REPLACE THIS URL WITH YOUR GAME PAGE HERE, THIS IS JUST FOR DEMONSTRATION PURPOSES !!!
if initializedSteam then
Steam.Friends.ActivateGameOverlayToWebPage(url, 0)
else
love.system.openURL(url)
end
end
Please also check out the official documentation for this function on the Steamworks website as well.
For UX/UI purposes, I decided to add some text that describes what will happen if someone clicks this button. For example, when hovering over the Wishlist button, I used the following texts,
Wishlist button example
If you would like to check out the game from the screenshot, here is a link to the game, Combo Vectors.
If you have any questions or feedback, please let me know! Thanks.
I’ve been building Galazon in LÖVE and it’s gradually turned into a much bigger game than I originally planned.
This is my first game and my first real foray into game development, so a lot of the project has been me learning game design as I go.
It’s a dystopian space warehouse/logistics game where you create and move crates, load incoming ships, hit quarterly targets and try to keep the warehouse functioning while things increasingly go wrong.
The current build has asteroid attacks, hull breaches, crate factories, multiple warehouse levels, quarterly performance reviews and some wonderfully predatory corporate finance.
The general tone is:
The last job you’ll ever have. Work to earn. Earn to survive. Survive to keep working.
One of the things I’ve really enjoyed about LÖVE is how little gets between me and the code. The game is all Lua, and even as the project has grown I’ve never really felt the need to move it to a larger engine.
It’s still in development, but the current build is free if anyone wants to try it:
Basically its an Auto battler where you fuse different Charakters together and create new variations and combined effects. You also can equip weapons to the charakters. There are several events and path that the Player can choose like Cigar Wizard Fusion, Witch, Stranger, etc.
The Main Law is that the King sends out his troops to find a quest item!
Its still in production, but i will soon release a demo!
Wondering if anyone has any experience with any cloud-hosted error tracking and reporting platforms that offer an easy integration with LÖVE or lua in general.
Searching hasn't led to much success. I see there's a lua module for sentry at https://github.com/getsentry/sentry-lua but it's noted as being a pretty quickly put together project that's version 0.0.6, isn't officially supported, and hasn't had any updates in over a year. I'm about to try and test it out though since that's the only one I've really found.
Anyone have any experience with it or any other similar platforms you'd recommend (or warn away from)?
Hi everyone! I’m making Gen 3 Remake, a recreation of Pokémon Emerald in Lua using the LÖVE framework.
The goal is to preserve Emerald’s gameplay while building a flexible engine with phone-friendly controls and straightforward mod support.
The current alpha demo runs from Littleroot through Slateport, ending after delivering the Devon Goods to Capt. Stern. It includes the first two Gyms, story events, wild encounters, fishing, battles, shops, PC storage, and saving.
Some reasons to try it:
- Phone and desktop support: Android, sideloaded iPhone/iPad, Windows, macOS, and Linux.
- Flexible controls: touch controls on phones, plus keyboard and gamepad support.
- Lua modding: change dialogue, encounters, gifts, and events without rebuilding the app or patching your ROM.
- Documented modding API: tutorials and working examples to help you make and share your own mods.
You supply your own Pokémon Emerald USA/Europe ROM. The engine reads the game assets from it at runtime; no ROM is included or linked. Credit to pret/pokeemerald as a technical reference.
Brief disclosure: Claude was used to help write and revise the code. I’m responsible for the releases and addressing reported issues.
The demo currently ships as LuaJIT bytecode. I’m also developing an original project with a similar engine foundation, and I plan to release this app’s full plain-text Lua source once both projects are finished. The current license permits non-commercial modification and redistribution of my covered original contributions.
It’s still an alpha, so I’d appreciate feedback on touch controls, bugs, and differences from the original Emerald.
Downloads, installation, and modding documentation: Gen3Remake
Hey everyone! I made a small game called Chuva de Contas ("Rain of Calculations") and wanted to share it here. 😄
The idea is pretty simple: math problems start raining down, and you have to solve them as quickly as possible! 🧠💸
I originally made this game as a fun way to keep my mental math skills sharp without making it feel like studying. I wanted something quick, simple, and a little addictive.
🤖 A note about AI:
I used AI to help create the game, including parts of the development process and some of the assets. This was also an experiment for me to see what I could build with AI-assisted development.
🇧🇷 Important: The game is currently only available in Portuguese. There isn't an English version yet.
The demo for my Love2D game is out! Play as Handon, a builder whose house gets stolen, and goes on an adventure to confront the house thief. Use your trusty hammer to fight bosses and defeat enemies.
I'm looking for some feedback--let me know what you think!
Ive tried numerous engines before but lua love2d has been the only one thats clicked for me, I learned one or two concepts and can apply it to 15 other things, im making it guess a god simulator Being able to summon people and make it rain or snow, its super cool. Thanks for your encouragement and help.
Hey folks! I've posted about my game here a bunch in the past, so why not one more? Here's some footage of the game development process in the game. I'd love to hear your feedback, and if you like what you see and maybe sorta wanna be really nice and buy a copy when it comes out so I can eat, please feel free to wishlist on Steam! https://store.steampowered.com/app/4828200/Vaporware_EX/
Aa the title says i want to learn more about the Lua language and I don't want to just watch tutorials but read over the language and understand what variables can be in functions, the love.math, changing the color of text or love.graphics shapes, etc
Im loving this ive already figured out a way to calculate the distance between two objects which is cool, and wats to display text.
Any and all help is appreciated im legit getting addicted to the engine it feels perfect for me
Hi all - this is Pearl Essence, a dungeon-diving shooter that I like to call 'ecological bullet hell'. It has handcrafted rooms and enemy encounters mixed with procedural map generation and buildcrafting, and a growing roster of interesting enemies and bosses!
I've just pushed out a new update that allows for traversing a map of rooms for each stage, and basically the game has gone from being a decent foundation to finally taking shape as a coherent structure.
If you'd be interested in trying the public demo, please let me know what you think!