r/love2d

▲ 67 r/love2d+5 crossposts

It's a thrill being able to release a trailer for your first game and finally show it to others

The anxiety of checking the numbers all the time even though you know you shouldn't..

Any feedback is welcome and appreciated.

Hopefully lack of card art will not be something that will turn people away as its taking A LOT of time to even sketch them, especially as a solo dev.

Steam link: https://store.steampowered.com/app/2684730/Dangidice/

u/warchild4l — 11 hours ago
▲ 6 r/love2d

Best modules/packages to avoid over engineering games?

I finished the 'How to LÖVE' from the https://www.love2d.org/wiki/Category:Tutorials list and I'm having a decision paralysis or something

I'm afraid I might get distracted by writing a collision module on my own instead of looking for something that would solve my problems

Thinking about this I'm reminded of software design guides and wondering if there is a list of most LOVE2D modules, something you can read through looking for inspiration and thinking about what features are available in the tool box

Since Lua even needs an Object module just to have some OO programming, I'm wondering how many different modules are available to most

So any recommendations?

reddit.com
u/dionebigode — 13 hours ago
▲ 0 r/love2d

Borderless fullscreen...struggles

Cant do it... its always exclusive fullscreen and windowed mode.

And all i need is borderless fullscreen + windowed mode in settings. I tried all i could..any ideas? Do i need some overwhelming extensions for this coding language?

reddit.com
u/Comfortablebro — 1 day ago
▲ 87 r/love2d+2 crossposts

I’m too close to my first game to tell if this trailer actually works

This is the new demo trailer for Slotbound, my first game that I’ve been working on for about 8 months.

It’s a roguelite defense game where you spin for units, absorb them to grow stronger, choose upgrades and cores, and try to survive enemy waves.

I’m trying to figure out if the trailer explains the game clearly enough without feeling too slow or overloaded.

I’d really appreciate honest feedback on the trailer

Thanks for reading!

u/OptimaArch — 2 days ago
▲ 11 r/love2d

loreload: a hot-reloading library for love2d and lovr

Hello there,

I've made a hot-reloading library (called loreload) that I've used and enjoyed for quite some time now. It watches all loaded Lua files and if it detects a change, it then will softly restart your game (firstly calling love.quit then reloading main.lua after which it will call love.load). If you have state that needs to be preserved either use the global table, or do some custom logic in loreload.onreload and loreload.onreloaded.

Check out the README at http://codeberg.org/sewbacca/loreload

I quite enjoy the fast iteration time. I have no idea though, how well it integrates into larger projects that load a ton of assets ahead of time. As mentioned earlier you can probably find a way to cache your asset files, but that would depend on your architecture.

Any feedback and questions are welcome. Let me know how well (or badly) it works for you!

u/Sewbacca — 2 days ago
▲ 74 r/love2d+2 crossposts

Are these any good? (short story in description)

I developed a tool for creating such patterns. They're all either Perlin noise or cellular noise, with a multitude of adjustable parameters and, most importantly, value mapping to a customizable palette. I haven't promoted the app itself or showcased it much on social media yet, but i've created these aesthetic edits showing examples of shaders achievable with this tool

Personally, i thought these videos were really good (even when separated from the product, as independent pieces of art), and i don't even know how i could have made them better. But they all performed rather poorly on social media (all in the 300 to 1,000 view range). The saddest thing is that my inspiration is slowly running dry - i only have a couple more collections like this in me. And the ones that have been published are already doomed and will probably never get the attention i thought they deserved

The real question is, is there any value in this? I initially created this tool for personal use, and i designed it as if it were for myself. I wanted an interface that would be pleasant to use when creating shaders for my game. Instead of changing a value in code, running it, and seeing the result, i could interactively control the process in real time. I thought it could be useful for other developers, too, and it could be fun for regular users to tweak the sliders and watch the image change (or to create unusual animated and interactive wallpapers, for example)

So, could this be interesting, or am i just making things up?

Sorry for the whining, this is just my first project with any prospect of being finished and i'm depressed by how everything is going so far

u/lindenhoneyrat — 3 days ago
▲ 49 r/love2d+3 crossposts

First look at Matcharya

Matcharya is a deckbuilder memory game. Each round is a fight, match the pairs to act and win the battle! It seems easy, but it isn't... Nothing you see is already definitive, but start looking a game now. Made with Love2d 12

Wishlist here: https://store.steampowered.com/app/4856640/Matcharya/

u/Rib3rt — 3 days ago
▲ 34 r/love2d+4 crossposts

My PyZombie Project

Can you give me your opinion about my pygame game? still update it

u/_DedSec_0x90 — 3 days ago
▲ 73 r/love2d

A silky smooth UI For Love2D

This is a UI I wrote a long time ago for love2d, but it might not be very easy to use. You can check out the GitHub repository from this link: here

u/Prior_Stage_260 — 4 days ago
▲ 3 r/love2d

why cant i set a variable to an image without directly setting it?

i want to make it so i can set a "sprite" variable to userdata

but it ends up being nil for some reason

function love.load()
   room = love.graphics.newImage("room.png") --the art
end

function tilerectangle(tx,ty,width,height,id)
    for i=1,height do
        for i=1,width do
            table.insert(tiles,{
                x = tx,
                y = ty,
                type = "room",
                roomid = id,
                sprite = room --when i draw this tile i draw it with the info in here
            })
            tx = tx + 1 * gridsize
        end
        ty = ty + 1 * gridsize
        tx = tx - width * gridsize
    end
end
reddit.com
u/Doithedum — 4 days ago
▲ 25 r/love2d

I released my game on Steam yesterday on my birthday! It's modest numbers but it excites me so much to see people buying and playing my silly side-project

u/earliodookie — 5 days ago
▲ 108 r/love2d+1 crossposts

My love2d game Ive been working on for the past 3 months!

This is a video with me testing my color palette swapping system, this was a month ago, I have actual gameplay and im working on a demo for next week :D

u/Historical-Noise4827 — 7 days ago
▲ 13 r/love2d

my game i made for a jam, ran out of time, but decided the idea is good so i continued working on it anyway (still in development)

youtube.com
u/lockerlushh — 6 days ago
▲ 127 r/love2d

I had no programming experience, but I finally released my first game made with LÖVE

Hi everyone,

After 8 months of working on my first game in LÖVE, I finally released the first public playable version of Slotbound today.

Slotbound is a slot machine roguelike defense game where you spin to summon units, absorb them to make them stronger, choose upgrades, and survive enemy waves.

This is my first game, so it went through a lot of rebuilding and polishing. I reworked the UI multiple times, adjusted the balance, changed parts of the core loop, and kept trying to make the slot machine + defense combination feel clear and fun instead of just random.

The current version is still an early playtest/demo, not a full release, but I wanted to finally put it in front of players and get real feedback.

You can play the current build here:

itch.io: https://optimaarch.itch.io/slotbound

I’m also waiting for the Steam review process to finish, so the Steam version should be available later.

Thanks for checking it out!

u/OptimaArch — 10 days ago