Fang Talks

Fun for the whole family!

It’s been out for a couple of days now, I think it’s about time I rave on about how cool it is.

You may have heard the name LÖVE (or Love2D) fly by a couple times now. It’s currently my favorite framework for 2D game development, and will probably continue to be just that. (Still waiting on those Polycode binaries though.) A few days ago, bit more than 1.5 years after 0.8.0’s release “Rubber Piggy”, we finally got LÖVE 0.9.0 “Baby Inspector”. Great fun, those codenames. The release is much bigger than a baby though. Actually, I believe this is the single largest update so far. Let’s see what we got, then!

There were a lot of functions in love.graphics relating to the window the game’s being displayed in, so they got a little overhaul, and their own module, love.window, with it. There’s two other new modules. love.math brings us a bunch of great functions relating to random number generation, and then some. There’s some cool functionality in the newly added love.system, for example the ability to check the status of the user’s power source. I see potential for cute little details in that, for example when displaying an in-game item that runs on a battery. Its battery indicator could display the same value as the user’s battery.

I did a little dance when I saw they incorporated the ENet networking library into LÖVE. Remember The Game Plan? One of the ideas I had for that was online multiplayer pong, to get myself into online games. This is going to make that a lot easier. It doesn’t look too hard actually, especially for my simple purposes, so I’m already looking forward to it!

There’s a lot more new functionality in love.graphics, the love.joystick and love.thread modules got reworked and a bunch of functions got renamed to be more in sync with the rest of the API. And I shouldn’t forget to mention the boost in performance thanks to optimizations made in love.graphics and, here it comes, LÖVE now uses LuaJIT by default! LuaJIT is a Just In Time compiler for Lua that essentially speeds things up by a lot, so that’s really great!

Don’t forget the usual bugfixes, and the removed of functions made obsolete by newer ones. I haven’t covered everything, but the most prominent stuff is here.
As always, if you’re interested in gamedev, LÖVE is a great way to start. Lua is piss-easy to learn, and LÖVE doesn’t really add any difficulty to that.

Spread the LÖVE,
~ Fang

Comments

  • 16/12/2013 (5:48 PM)

    I’m glad I’m not the only one who went “huh”? I get the jist of it, but if you want us to understand, develop something kickass with this and show us!

  • 16/12/2013 (12:44 AM)

    I was lost for most of this but yay. Something awesome came out that’s good for you.

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