Would these games be possible with Love?

General discussion about LÖVE, Lua, game development, puns, and unicorns.
adge
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Would these games be possible with Love?

Post by adge »

I'm still new and still deciding if I will be using Love2d or not. From what i've seen and done, its an extremely cool option. Lua is easy, lightweight but can do complex stuff and feels very fast. Especially in contrast to Game Maker. native OS X is a huge boost. I already think
what I will be doing or at least where my interests are at. I will post a few links to different games on youtube and it would be nice if you could tell me if Love is be capable of doing similar things. This would help me a lot.

https://www.youtube.com/watch?v=NXtAmFDZT_U
https://www.youtube.com/watch?v=nb946dNWMr0
https://www.youtube.com/watch?v=1ajbfIRZApI
https://www.youtube.com/watch?v=uWsBnVtl8tA
https://www.youtube.com/watch?v=dVXfrSLeLNo

I know that you can't tell me if these are absolutely possible but just from the looks, feels and perspective. Like it may be possible that there are parts of these games which may never run fast enough with Lua but just roughly, would it be possible to do something similar with Love?
I think that mostly everything that would be possible with GameMaker or Construct would be possible with Love too right?

Thank you.
bobbyjones
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Re: Would these games be possible with Love?

Post by bobbyjones »

You should be able to make any 2d game you want if you have the skill and determination. You could also possible do simple 3d games using love3d.
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zorg
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Re: Would these games be possible with Love?

Post by zorg »

Four out of five is certainly possible, and depending on how you code it, it won't have speed issues.
Regarding Miegakure though, the sheer notion of 4-dimensionality is way harder to even think out - not to mention code -than the others, and the isometric one you linked (Brigador), would be a bit more difficult than the other 3, at least in my opinion.
But yeah, in short, certainly doable.
Me and my stuff :3True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
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Murii
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Re: Would these games be possible with Love?

Post by Murii »

You can make games like that using Love. But the question is can you code, make the art for them?
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Davidobot
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Re: Would these games be possible with Love?

Post by Davidobot »

It is certainly to do the 2D games, including the isometric one.
Here are some examples of "advanced" projects: Self-promotion as regards to the first two and Jasoco's amazing work on the latter ones
Fully Textured Raycaster (Uses LOVE 0.9.2 - needs a shader re-work and tweaking to get it to work on 0.10.0 - use 0.9.2, it's simpler)
Stylized, shader-fueled shoot'em-up

Jasoco's 3D engine:
Image



Not to mention this gorgeous piece of work: http://store.steampowered.com/app/323850/
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
adge
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Re: Would these games be possible with Love?

Post by adge »

Are they just doable? Would it be a pain to do similar stuff in love2d? I'm curious because I haven't really seen big projects done with love2d so far. Mostly everybody seems to tend to GameMaker what I don't really understand. GameMaker is "kinda expensive" feels slow, feels buggy and isn't really native to OS X. Kinda feels like driving a wheelchair when you could also walk. However there are so many projects done with GameMaker and nearly nothing with Love2d. The biggest ones are Mario0 and maybe BlueRevolver.

Well for me Miegakure doen't seem different to Prey. In Prey when you encountered obstacles you couldn't pass than you would transform to a ghost to "walk through walls". Miegakure feels like the same, just with the difference that you change "the world". I don't think that real 4D is something we could think of. I think Miegakure is defining 4D in a way it would work for Miegakure.

Like how would you explain a 4 dimensional vector? t=(3x, 5y, 9z, 2a) ??

Would the overall design of Miegakure be possible? Like heaving 3D objects in a "top down" way?
What's the trouble about Brigador?
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zorg
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Re: Would these games be possible with Love?

Post by zorg »

The pain comes from the programmer's lack of skill really, not the type of game s/he wants to create. If they learn enough, they can make them.
It's never easy, frameworks and engines are tools, different sets for different types of development and people. One can mostly choose any and create any games with them, regardless of their tool of choice.

As you said, stabyourself.net has a few löve games, including the awesome mari0, which is a combination of mario and portal, or the not-pacman or not-tetris games, based on the originals, but with different rules.
On the other hand, the majority of GameMaker games are usually, to me at least, look mediocre, with the very big exception being Undertale, which was made in it too.

Then again, both löve and GameMaker has limitations, like any other engine/framework.
The GM version Toby (Undertale developer) used for the final game couldn't write to files at all, unlike in the demo, so no manipulation of the manual; löve can only write to the games' save directory and read from there and the source directory (this is the short version, it's a bit more complicated though).

For Miegakure, i only meant that, just like mapping 3D to 2D, you can do it in a few ways, but mapping 4D to 3D or even down to 2D, it takes a lot of thought how you would do that; swapping the dimensions is probably the only solution, but how you store and visualize that data is up to you, so you do need to figure out those parts.
In any case, yes, it's possible to create a "4D" or even a "11D" game in löve, it would just eat up many keys to move around them :3

As for Brigador, it may be only my opinion, but of 2D games, i find top-down and side-scrolling games easier to implement than isometric ones. More stuff to keep track of, like the draw order of the tiles and objects on the world grid.
Also, if it has height, then it's much worse though, since it becomes a 3D game, and that means even more things may occlude others behind them, and if you have transparent stuff on the map, it gets more complicated still.

Sorry for the text block, i just felt like explaining my points :)
Me and my stuff :3True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
adge
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Re: Would these games be possible with Love?

Post by adge »

No problem. I actually like it to read lots of text. In most cases this means lots of information.
Is it considered as a problem that you can only write to the Game's save and source directory with love2d? And why is that? Because of Lua itself? Or is the engine just built that way. I think as Love2d is open source, when it really would be a problem somebody could have changed this behavior already. In which cases would you need to write and read a lot of stuff from other directories than just the source and save?
What did you mean with "mapping". Making a 2D image out of a 3D model?
Imagine a simple top down game like Miegakure but without the 4D stuff. Would you have to model the figures and then render them down to 2D or would it be possible to actually do everything in real 3D, like Unity does (it does right?)?

Hyper Light Drifter is also done with GameMaker. Doesn't look too bad.

I'm sorry for the amount of questions. It's interesting and I'm still learning :D
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zorg
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Re: Would these games be possible with Love?

Post by zorg »

Well, for most games, it's not that big of an issue, i mean, on windows 7 at least, games put their stuff in various places, like the appdata folder, or the my games folder in documents or even some other more obscure places; löve using one of these is perfectly fine.

It's not really a lua limitation, more like a PhysFS one; i'm not saying you should use lua's own io library, but the option is still there if you feel like love.filesystem is limiting, though it will be harder to write code that runs cross-platform.

By mapping, i only meant how you'd represent those dimensions on the screen, that's all. You don't necessarily need to model anything, there were many games that were "2.5D" for example, rendering the world in 3D, but all the enemies and whatnot were 2 dimensional flat sprites that always faced the camera/player.

For "real" 3D, love3D exists as an experiment, though it has been proven to work; a thread for it should be in the projects subforum.

And yes, it doesn't matter that much what engine or framework one uses, if the finished product feels good :3
Me and my stuff :3True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
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Jasoco
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Re: Would these games be possible with Love?

Post by Jasoco »

Oh hey, someone's already done the work for me and posted my 3D stuff. Well, some of it.

My problem is I can do some things really well. I'm good with presentation. But am bad at the logistics and concentrating on a project and even coming up with ideas. I usually make engines. Never games.

Well, except for that one game I made that I wish I had finished and should one day sit down and just finish it already. But in the end, I gave up on that one because I couldn't figure out how to make it actually fun anymore.
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