LOVE2D Capabilities

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Jasoco
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Re: LOVE2D Capabilities

Post by Jasoco »

buhb11 wrote:To be honest Super Meat boy is not that fancy.I mean it dosent have awesome physics or it dosent have 1 million sprites rendered at once or super effects.If you learn all the modules and syntacks and you are an awesome designer then you have Super Meat boy! Dont forget to ask the comunity if you have any problems or question.I think this is one of the strongest power that Love2d, supports.Have a nice day!
Have you played SMB? It has exactly those things. The physics are exactly how they should be for that type of game and there's TONS of detail in every scene. Not just the foreground but background as well as some pretty advanced lighting effects and lots of particles everywhere.

The gameplay is quite simple, but the presentation takes a lot of power.
scutheotaku
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Re: LOVE2D Capabilities

Post by scutheotaku »

buhb11 wrote:To be honest Super Meat boy is not that fancy.I mean it dosent have awesome physics or it dosent have 1 million sprites rendered at once or super effects.If you learn all the modules and syntacks and you are an awesome designer then you have Super Meat boy! Dont forget to ask the comunity if you have any problems or question.I think this is one of the strongest power that Love2d, supports.Have a nice day!

Edit: I don't know what vector graphics means at all , but i think you could make awesome games without that feature.
While at its core SMB is fairly simple, it is EXTREMELY polished (as Jasoco mentioned). Most importantly, the gameplay is near perfect - extremely tight and responsive, natural, no weird collisions - which is something much harder to do with a 2D platformer than most people think. It's one thing to make a 2D platformer, it's an entirely different thing to make one of that quality.

As far as vector graphics, check this out:
http://www.youthedesigner.com/2012/08/1 ... r-clients/
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