Can anyone tell me if LÖVE is right for me?
Posted: Tue Feb 05, 2013 12:22 am
Hello to you all.
I have been following this project for a while, and played with it here and there. However, I am looking to create a real game and I am banging my head in indecision on just what to do for the engine.
I am the kind of guy that will let a form of 'tool paralysis' set in, looking at features and the like in engines until my eyes pop out and hide in a corner somewhere.
So, anyway, no one can help me if I don't say what I am looking for, so here it is. I am looking to create some large and complex 2d games. Space exploration stuff like StarFlight/Star Control, big fat universes stuffed with planets you can land on and mine, etc.
I have heard both great and terrible things on all the engines out there, like GameMaker Studio, Construct 2, etc. and I just don't know if sticking to something so pre-built is a good idea, not to mention they cost $ to get all the features. Construct 2 deploys on a lot of hardware, but has a wonky drag-drop programming thing that I hate, and its games are in HTML5 which is strange to think about, even if technical HTML5 is pretty serious stuff. GameMaker has been used for some decent stuff, but all the decent games most likely used custom plugins or additions coded outside the studio anyway.
So I was wondering if you kind folks could show me some LÖVE and let me know if LÖVE could handle sizable projects in a sane manner, including the fairly large amount of data that needs to be shuffled, saved and loaded in a big game, or if in your opinion it would be unwieldy. I know it is basically a framework, and as such there is no real 'hard' limit on anything, but nothing compares to the insight any of you could give me on this.
Thanks for taking the time to read this, and all input on this matter is appreciated.
I have been following this project for a while, and played with it here and there. However, I am looking to create a real game and I am banging my head in indecision on just what to do for the engine.
I am the kind of guy that will let a form of 'tool paralysis' set in, looking at features and the like in engines until my eyes pop out and hide in a corner somewhere.
So, anyway, no one can help me if I don't say what I am looking for, so here it is. I am looking to create some large and complex 2d games. Space exploration stuff like StarFlight/Star Control, big fat universes stuffed with planets you can land on and mine, etc.
I have heard both great and terrible things on all the engines out there, like GameMaker Studio, Construct 2, etc. and I just don't know if sticking to something so pre-built is a good idea, not to mention they cost $ to get all the features. Construct 2 deploys on a lot of hardware, but has a wonky drag-drop programming thing that I hate, and its games are in HTML5 which is strange to think about, even if technical HTML5 is pretty serious stuff. GameMaker has been used for some decent stuff, but all the decent games most likely used custom plugins or additions coded outside the studio anyway.
So I was wondering if you kind folks could show me some LÖVE and let me know if LÖVE could handle sizable projects in a sane manner, including the fairly large amount of data that needs to be shuffled, saved and loaded in a big game, or if in your opinion it would be unwieldy. I know it is basically a framework, and as such there is no real 'hard' limit on anything, but nothing compares to the insight any of you could give me on this.
Thanks for taking the time to read this, and all input on this matter is appreciated.