LÖVE is a game framework which allows you to make your own 2D games with Lua. Your game can easily be played by anyone with LÖVE installed on their Windows, Mac or Linux computer.
It has support for many image and audio formats, physics, networking, particle effects, and also has some user-made libraries (downloaded separately) to make developing games even easier.

Useful links:
Forum
Wiki (also hosts documentation)
Bug tracker
IRC Channel (#love@freenode.net)

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Hi! One more week has passed, and we’ve continued our assigned tasks. Let's get started!

Francisco (Programmer): I started a settings manager and I integrated the localization manager (that I had finished the previous week) with it. In order to test this manager, I prototyped a simple settings screen, as you can see in the video below. Now, the game detects at start time whether it’s the first launch, and sets the default settings if that’s the case. Otherwise (if it’s been launched before), it reads a settings file. This is the kind of boring stuff that nobody sees or appreciates, but that it’s necessary!

Settings screen prototype


Oliver (Musician): this week I’ve continued tweaking the mixture of the songs I’d already composed and I’m quite satisfied with the sound. I used Super Mario Kart as a reference for the composition and instrumentation, and Mario Kart 8 as a reference of the sound, which has a classic inspiration and a modern sound. Also, I’m composing the new songs for the last levels. For example, for the Parisian café stage I took the typical French vals-musset as a reference, although I’ve kept the instrumentation of the previous songs of the game to keep it cohesive. I’m still on it… hope you enjoy it!

Manuela (Artist/Designer): During last week I have been preparing the classification screen that will appear after the races. Additionally, I have been finishing up the number of experience points that will be obtained with different game events, as well as the number of points that are necessary to unlock the different items in the game.

David (Online programmer): this week I've been focused on two aspects of the online mode, firstly I've been polishing the current flow of searching games and joining them (this also includes friendly invites). Most of the changes are to handle error cases such as games becoming full as you were about to join them and similar errors, nothing too exciting but definitely needed! Secondly I've been handling the case where players disconnect from the online game, either the server or a remote client. So hopefully now the game knows what to do when someone disconnect, specially during level load! (Because otherwise the race would never start, as we need to wait for all the players to load the level to start at the same time!)

Online screenshot

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Comments  (0 - 10 of 20)
Ace1214
Ace1214

this engine would be extremely cool if it had a built-in IDE that you could run the scripts through instantly, but i do see the challenges that that would make for the developers of love

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Editapp
Editapp

Usually you can intergrate a build command for Love in lots of text editors, making it easy to package games instantly.

Reply Good karma Bad karma+1 vote
ananasblau
ananasblau

I prefer ot use my dear Vim for editing anything and I think most other people have their own choice of favourite editor.

Reply Good karma Bad karma+2 votes
XHH
XHH

I still cannot comprehend why people use Vi/Vim

Reply Good karma Bad karma+4 votes
kjfytfkytfyt
kjfytfkytfyt

That kind of sucks, that you have to have Love on your computer in order to play the games... i mean you should make it so the games can be run without having to have Love on your computer...

Reply Good karma Bad karma-1 votes
fláráðr_ljós
fláráðr_ljós

That's been possible since the dawn of time. It's up to the creator of the game if he wants to do that though.

Love2d.org

Reply Good karma Bad karma+7 votes
adfjkndjklnhdfs
adfjkndjklnhdfs

"Your game can easily be played by anyone with LÖVE installed on their Windows, Mac or Linux computer." Says this engines description.

Reply Good karma Bad karma0 votes
qaisjp
qaisjp

It's outdated, old versions required LOVE installed (or the binary); new versions allow lovers (us developers, not LOVE developers but game developers in love) to compile their project so you dont need love.

Reply Good karma Bad karma+3 votes
Maggy_

Lövers

Reply Good karma Bad karma+1 vote
ianna_keeper
ianna_keeper

gonna give it a try soon.

Reply Good karma Bad karma+2 votes
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There is no easier and friendlier way to get started with game programming out there!

Dec 9 2010 by qubodup

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Mar 28 2017

Check out the Code Doodles thread on the forums and create some of your own! Love2d.org #love2d T.co

Mar 27 2017

RT @Sheepolution: Play Pokky! Slide the colors to make lines or match a pattern WEB: Sheepolution.itch.io #love2d T.co

Mar 22 2017

RT @PingouinRaptor: Coding with dinosaurs! c^^ # dinosaur #raptor #lua #love2d #gamecodeur T.co

Mar 20 2017

RT @flamendless: @gamejolt @obey_love Going Home is released! Check it at Gamejolt.com Be sure to rate and comment :) #gamedev #love2d #lua

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RT @DenysAlmaral: I prefer @CoronaLabs for apps for many reasons, but #love2d beat it with 30,000 vs 8,000 sprites at 30 FPS on my be… T.co

Mar 19 2017

RT @broccoli_wizard: Bezier curves and bloom shaders. #love2d #gamedev #twitch T.co

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RT @gtrogers: I've now posted over twenty episodes of 'Let's Code an Indie Game' Youtube.com - yay! #Lua #Love2d #indiedev #indiegame

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RT @flamendless: Never use shaders anymore, just take a photo of your game with a camera to achieve a very cool visuals. #love2dT.co

Mar 13 2017

RT @twicetheland: My #7DRL entry The Darkest Deeps is complete! #LOVE2D #gamedev Bigbread.itch.io T.co

Mar 11 2017

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