is there any good quality game made from love2d?
any commercial one?
just curious if is love2d have good potensial to standing with other 2D game engines/frameworks in standard game industries.
( sry for my english )
is there any commercial games have been written with love2d?
- BlackBulletIV
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Re: is there any commercial games have been written with lov
A number of games have been made with Love, you can check a few out here: http://love2d.org/wiki/Category:Games
I don't know of any commercial games, but I certainly think Love has got the potential.
I don't know of any commercial games, but I certainly think Love has got the potential.
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Re: is there any commercial games have been written with lov
As far as I know, LÖVE tends to be used more as a prototyping engine than a game engine for a final game in those circles.BlackBulletIV wrote:I don't know of any commercial games, but I certainly think Love has got the potential.
Help us help you: attach a .love.
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Re: is there any commercial games have been written with lov
Why would that be? Because of speed, stability, or something else? Do you think Love is capable of making an average commercial game? (I plan to someday)
Re: is there any commercial games have been written with lov
I think with a few other tech I think it can be end of the day depends on what you really want to doBlackBulletIV wrote:Why would that be? Because of speed, stability, or something else? Do you think Love is capable of making an average commercial game? (I plan to someday)
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Re: is there any commercial games have been written with lov
I think it helps it's not C++, although it shouldn't matter that much, and that LÖVE is officially pre-alpha software, although very stable in practice.BlackBulletIV wrote:Why would that be? Because of speed, stability, or something else?
Depends on what a "average commercial game" is. I do believe LÖVE's more fit for the casual end of the "seriousness" spectrum, but there's no reason you can't make a commercial game.BlackBulletIV wrote:Do you think Love is capable of making an average commercial game? (I plan to someday)
Perhaps the people involved are generally a bit twitchy around open source, even indie ones?
Help us help you: attach a .love.
- tentus
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Re: is there any commercial games have been written with lov
I plan on commercializing Kurosuke, once I have finished adding features and have produced a few dozen levels and art assets.
I also plan on Kurosuke being open-source, and making payment optional and trivial in size ("hey, spare me a dollar if you liked this game?"). So it's still a bit of an odd duck.
I don't think there are many things holding Love back from being a commercial framework. Requiring SSE2 is one of the few things that is really cramping me, for example.
I also plan on Kurosuke being open-source, and making payment optional and trivial in size ("hey, spare me a dollar if you liked this game?"). So it's still a bit of an odd duck.
I don't think there are many things holding Love back from being a commercial framework. Requiring SSE2 is one of the few things that is really cramping me, for example.
Kurosuke needs beta testers
- BlackBulletIV
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Re: is there any commercial games have been written with lov
Thanks for your replies guys.
I guess I'm sort aiming around the mark of World of Goo (which was made in C++ with SDL) for complexity.Robin wrote:Depends on what a "average commercial game" is. I do believe LÖVE's more fit for the casual end of the "seriousness" spectrum, but there's no reason you can't make a commercial game.
Is this SSE2: http://en.wikipedia.org/wiki/SSE2? Does that basically mean it won't work on computers with an Intel processor lower than Pentium 4?tentus wrote:Requiring SSE2 is one of the few things that is really cramping me, for example.
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Re: is there any commercial games have been written with lov
It is merely a compile-time setting, afaik the next windows build will use SSE (1) again.
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Re: is there any commercial games have been written with lov
It's easier to see on AMD computers. Find a Sempron and try and run Love. 6.2 will run, but 7.1 won't. Glad to hear the next build will fix it, it's been a problem for me for a while, half my testers are out of the loop.
Kurosuke needs beta testers
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