That's excellent advice. I sort of did the same, and my conclusion is that Love2d has been a surprisingly simple framework, with an intuative language, yet also very poweful and fast, and instead of trying to work within a "template", you can create every component of your project the way you want. The limitation of what kind of game it can make depends on how much effort the user invests.Hugues Ross wrote: ↑Tue Jul 18, 2023 2:49 pm Everyone else has already given some good takes, but why not throw mine in too: Try other engines for a bit.
The reason I chose to use Love is because I sat down with over half a dozen different assorted engines and frameworks, gave each one a week of my time, then decided which I felt most productive and comfortable in at the end. Everyone has different tastes and priorities, so I think this is a good approach to take in general when you're not sure what you want to work with.
At first I was intimidated by the lack of a gui, with no "drag n' drop"/nodes or any other sort of visual interaction. I'm naturally a very visually-inclined individual, so staring at lines of code has been challenging for me (to say the least). However, taking it piecemeal, I've gotten much more comfortable with an api/basic text editor. Now, instead of asking a vague question such as "how do I make a pong clone", instead I would ask "how do I simulate physics, keep track of the score, handle input, draw the various shapes or sprites that represent the objects, play sound effects, etc." A game is more or less just a collection of problems, each requiring some sort of solution, and Love2d has helped me understand just how much is going on "behind the scenes" in even a very basic game.