tossit wrote:corb wrote:And this is the reason why there isn't a single commercial game released with love2d to date and never will be.
It's a good tool for prototyping, learning lua and a general process of making a game though so take it for what it is.
I would never waste my time and the time of a coder making a product we're going to sell if there isn't even a basic way of protecting our work, piracy is bad enough but if your source and asset files are open to all too ...
. Yeah it's true most big companies leave their assets comparably unguarded but at the same time they have big lawyers too, so they don't have to worry much about that. For indie devs though, security is an issue.
You get what you pay for. Free engines produce free games.
This pretty much sums everything up. Sure there are 'commercial' games released but nothing good.
I mean, I've been lurking here a while and I haven't seen a single game available on say Steam. Sure, some stuff under Greenlight consideration but nothing anyone's actually voted for. Feel free to correct me if I'm wrong, I might actually pop by here to see the replies to this. (nah)
This is a very naïve viewpoint. The last part of your post seems to indicate that you're not really interested in the truth of things but only to say an opinion founded on misinformation. Coupled with the fact that you both registered just to make these posts, it's pretty tempting to label you as trolls.
If that wasn't your intention (or if another person encounters this post), I'll reiterate what has already been written by myself and other people already:
- LÖVE / Lua can obfuscate/"hide" code as much as something like XNA or Unity can, both of which have many hugely popular commercial games created using them. There are a few ways to accomplish this using Lua - you can search this forum or google to find out more, if you're actually interested.
- Code used in games created with tools like XNA or Unity can actually be fairly easily read. There are
many utilities which accomplish this. However, this tends not to negatively affect games created using those frameworks/engines.
- Many,
many indie commercial games made with other tools don't any sort of heavy encryption for their assets. They also tend not to have issues with people using them illegally. It is also possible to encrypt your assets with LÖVE, the framework doesn't prevent you from doing that.
- Games which do have "encryption" for their assets have to decrypt it them some point at runtime in order to use them. Knowing this, it's actually really easy to obtain all the assets used in pretty much every commercial game you can think of, if you own the game. This doesn't make it any more legal to violate copyright though.
- The main reasons why there are few commercial games created using LÖVE are: it doesn't have a big company or even full-time employees backing it, it's relatively new, it's still undergoing changes, it's a code-centric framework instead of an editor-centric engine like Unity, and the nature of Lua's and LÖVE's core philosophies means there's a more "DIY" attitude towards making stuff compared to some alternatives. The actual framework has been viable for commercial development for years, but it takes more than that for a truly large amount of people to develop using it to create extremely high quality things.
- The vast majority of all commercial indie games are not very successful, either because of the actual content of the game, or (lack of) marketing. Usually it's a combination of both. Combine that with the fact that there have not been many commercial or even extremely polished high quality games created using LÖVE yet (again, mostly because of the above point), and you get a lack of multi-million dollar grossing games which use LÖVE. That lack does not have to do with feel-good 'security' though, and again LÖVE doesn't stop you from implementing that if you want.