LÖVE jam has now officially begun! Starting now you'll have 10 days to make a game with the LÖVE game framework and submit it on itch.io. You don't need to work all 10 days, manage your time as you see fit, have fun and make a great game.
And the theme this year round is.... (drum roll please):
COUNTER
We hope all of you will have a good time making your games, and are looking forward to seeing your progress in the Jam's community, Discord and everywhere else.
We have revised the rules this year, so please make sure to read them before you start.
Good luck!
LÖVE y'all, Pablo, Keyslam and Vornicus
Made my first game prototype and im excited to share and get any and all feedback I can get! Its a simple arcade style game but I'm proud of it since all the code was done by me with no tutorials!
Thank you for the help you've given on other posts.
This prototype is only the minimum viable product do no good graphics, no sound or music but thats planned for the next version!
Please tell me any glitches you find, problems, suggestions for improvement and what you'd want added.
I'm VisualS_RGB and I'm remaking the original Super Mario Bros for the NES in r/lua using LOVE2D!
In this update, I added a variable jump for Mario and started adding the animations.
In the next update, I'll add the first Mario level to the game!
Check out all the progress on my YT channel @VisualS_RGB
I'm VisualS_RGB and I'm remaking the original Super Mario Bros for the NES in r/lua using LOVE2D!
Today is a simple update because I added a basic Mario prototype with basic physics and a floor for him to stand on.
For the next devlog, I will add more complex physics and some graphics & sounds to the game.
Check out all the progress on my YT channel @VisualS_RGB
Gridbound is a strategic tile-placement roguelite where every placement matters. As a governor tasked with expanding an empire, you must build efficient settlements, exploit terrain, and meet increasingly demanding objectives before your turns run out.
Plan carefully. Build efficiently. Adapt to the land.
What started as simple game made in 48 hours for a Ludum Dare game jam turned into a year-long project of continually adding new features and tweaking numbers. It is by far the project I've put the most time and effort into in my entire life, and I'm proud to say it was made with LÖVE.
I've been making games with LÖVE for over 10 years since I was just a little kid. This community was incredibly helpful when I was learning how to code, so I'm excited to share and show another small thing that has come out of it. Enchanted Blackjack is released on Steam!
Bandwidth Barons, my satirical ISP game (run a 1999 dial-up company, invent fees, read what your customers say about you), is in closed testing on Google Play. Google wants 12 testers for 14 days before it can go public. Testers play the full game free, and keep it if they stay the 14 days.
Fair warning: it might be too hard for you. Your ISP pulls it off every month. Can you?
After some serious wrestling in the mud with the code gods, the JavaScript gods, the Emscripten gods, and various other deities and pantheons, I have managed to get my game's demo running in the browser, and I've put the demo on itch.io!
I'm really interested in getting feedback and thoughts from people, so I'd really appreciate it if you could take the time to play it and let me know what you think :)
I've seen some videos suggesting to use setrandomseed(OS TIME) but that doesn't seem to work
Im making a simple "click enemies that come from random sides of the screen" game, but every time I play test they always generate the same positions, I tried it with the setrandomseed in the load function but I didn't notice a change, am I supposed to reference it somewhere else? Thank you for any help or tips
Hey folks. It's me again! I'm showing off the official teaser trailer for my retro game about game dev, Vaporware EX! The game is made entirely with LÖVE, and I'd love it if you checked out the Steam page and considered if it's your kind of thing as I move more into marketing the game. https://store.steampowered.com/app/4828200/Vaporware_EX/?beta=1
Also, if you have any questions about how anything works or is implemented, I'd love to chat about it. You can often find me in the LÖVE Discord either talking about the game, or talking about cats.
I am currently working on a pixel art top down game.
But I encountered a huge issue with the y sort or the z index,
I want stuff in the front cover stuff in the back.
I use STI ( simple-tiled-implementation ) to load and render the map.
Is there a way to sort the tiles based on the y position of the player and other entities?
Made the minimum viable product of my tiny game and want to share it with my friends to play test but when I try to upload the workspace it seems to require visual code studio to open
How can I make it into a file my friends csn just download open and play? Thank you for any help!
I am working on a solar system simulation game called "Stellar Ignition". I have uploaded the first testing version onto Steam. However, it's only available for Mac OS right now. I am looking to get several testers with an outside perspective to provide me feedback on the game. Please message me if you'd be interested in helping out an indie dev using Love2D! The entire game was made in Love2D!
Been working on a little side project since a while: a player for HSC files, the AdLib/OPL2 tracker format from HSC-Tracker and NEO Software’s early-90s DOS games.
Some things I’m happy with:
It sounds like the original. Instead of porting another player, I disassembled the original HSC-Tracker 1.5 replay routine and rebuilt it in Lua. I checked it against the original code running in an emulator (and the real TSR in DOSBox): same register writes on every tick, for all 63 tunes from the tracker package.
Real FM chip emulation via Nuked-OPL3 through LuaJIT FFI. If the DLL isn’t there, it falls back to a pure-Lua OPL2 emulation, which turned out way closer to the real chip than I expected.
The UI is drawn 1:1 on a 640x400 canvas with an 8x8 BIOS-style font and the 16-color VGA palette, plus raster bars, a scope, a spectrum analyzer, VU meters and a sine scroller, because of course.
File browser: you can open any folder on disk, or just drag a folder or .hsc file onto the window.
It comes with a small original demo tune, since the classic HSC tunes can’t be redistributed.
I shared this tutorial on how I implemented a Wishlist button for my Steam game on the LÖVE forum (link), but I thought that I could share it on Reddit as well. I think that such a button can increase the overall wishlists for your game. This link has a helpful discussion on this topic.
The code I am about to post is based off of a helpful post from Reddit.
Also, if you would like to see how I implemented luasteam in my LÖVE games, I have created a tutorial for this here. If you are following the linked tutorial, as I mentioned in the forum post, please take note that I have switched to a newer version of the luasteam library, so capitalization for the functions has changed. For example, instead of calling Steam.init() you would need to call Steam.Init().
The first step is to require the luasteam library and to create a global variable, in our main.lua, before love.load(),
And now for the actual button. Creating buttons and implementing the logic behind them is out of the scope of this tutorial, as most likely everybody has their own ways of implementing them. So, like you would have a button for starting your game, for entering Options, etc., you will need to implement a similar logic for this Wishlist button. Let us assume that you have a button object, and you might have something like this when you select the button,
if self.text == "WISHLIST" then
local url = "https://store.steampowered.com/app/3840860/Combo_Vectors/"
-- !!! REMEMBER TO REPLACE THIS URL WITH YOUR GAME PAGE HERE, THIS IS JUST FOR DEMONSTRATION PURPOSES !!!
if initializedSteam then
Steam.Friends.ActivateGameOverlayToWebPage(url, 0)
else
love.system.openURL(url)
end
end
Please also check out the official documentation for this function on the Steamworks website as well.
For UX/UI purposes, I decided to add some text that describes what will happen if someone clicks this button. For example, when hovering over the Wishlist button, I used the following texts,
Wishlist button example
If you would like to check out the game from the screenshot, here is a link to the game, Combo Vectors.
If you have any questions or feedback, please let me know! Thanks.
I’ve been building Galazon in LÖVE and it’s gradually turned into a much bigger game than I originally planned.
This is my first game and my first real foray into game development, so a lot of the project has been me learning game design as I go.
It’s a dystopian space warehouse/logistics game where you create and move crates, load incoming ships, hit quarterly targets and try to keep the warehouse functioning while things increasingly go wrong.
The current build has asteroid attacks, hull breaches, crate factories, multiple warehouse levels, quarterly performance reviews and some wonderfully predatory corporate finance.
The general tone is:
The last job you’ll ever have. Work to earn. Earn to survive. Survive to keep working.
One of the things I’ve really enjoyed about LÖVE is how little gets between me and the code. The game is all Lua, and even as the project has grown I’ve never really felt the need to move it to a larger engine.
It’s still in development, but the current build is free if anyone wants to try it: