Hey. A question for the fediverse at large.
Does anyone involved in game development know if there is any course-type stuff for building a whole game in Love2D? Or simply anything more involved than: "Here is Asteroids and/or Pang"
Most resources out there focus on single screen games but hardly any touch on... How do you load a level? How do you load and unload the game state? If you invoke a sub-screen how do you resume gameplay from where it was instead of loading anew?
[The following is kind of a tangential rant]
We know a lot of this is essentially logic and algorithm work (in the purest sense) and you are kind of supposed to know what kind of systems does your game need. But this is like trying to describe a car to someone who has never never seen one. You kinda need to see a working implementation (regardless of how appropiate for the game it may be) to at least get the skeleton of _what an implementation could possibly like_
Sure, Love2D can have a lot of parallels with an old 8 bit console but in one of those you can get away with clearing RAM, load a whole subsystem and then go back. And you usually don't need to worry with things like: _the enemy you just killed respawned after pausing_ because old games like that did it all the time. Or loading level data. You just held a pointer to a thing and all the level chunks load as the PC crawls through the table for that level. The parallelisms begin and end at the loaf, draw, update functions that resemble init, racing the bean, and vertical blank stages of drawing a single frame.
Or perhaps our issue comes from seeing the three functions as a virtual console loading the gamestate, drawing every frame and updating the playfield and gamestate between frames.
Anyhoo. That is our current predicament.
#gamedev #lua #love2d
#love2d
3 posts · Last used 28d
Finally finished writing the Pumpkin Push (Sokoban clone) game chapters of my Lua and Love2D programming tutorial.
Progress has been so slow... but I'm happy to have at least wrapped up this chapter.
I think part of my problem motivation wise has been that my target audience is hypothetical. When I've written tutorials in the past, they've usually been directed at solving specific problems I saw a community having, but that isn't the case this time around. I hope it's useful to somebody?
I have vague ideas for what the next chapters might be, but I'm not sure if or when they'll ever be written.
https://brookmiles.ca/game-programming-lua-love2d/part-ii/pumpkin-push-ii/
#lua #love2d #gamedev
Classic #gamedev woes.
Your fancy 16-bit style Rotisserie Concorde works perfectly at 1X resolution, but the moment you scale it up it starts rendering would-be subpixels
#love2D has been a joy to use but it's hilarious how, for common of a trope as the retro platformer is, there seems no such thing as something that will take a low resolution viewport and run with it.
So frustrating.
Has anyone ever figured out how to make games for M2's fictional Sega Mark IV yet? Coz all we really want is a bloody megadrive that's widescreen and has a modicum of scale/rotation on it.
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