r/love2d • u/Valeeehhh • 1h ago
Hello, is there a way to change the lights on a controller?
It would be very helpful for when connecting multiple controllers at once.
Thanks in advance
r/love2d • u/Valeeehhh • 1h ago
It would be very helpful for when connecting multiple controllers at once.
Thanks in advance
r/love2d • u/Curious_Length_5206 • 1d ago
I've been trying to make games with Love for the last 3 months, but my code always ends up becoming an incomprehensible mess and I end up ragequitting. Seeing as my biggest problem has been structure in recent projects, I asked my agent to make me a boilerplate similar to Laravel. It looks promising, but I think it needs to add signals, among other things. Anyway, if anyone else is having trouble structuring their projects from the ground up, maybe this repo will be useful. I gave the code a quick read and it seems stable; I still need to test it thoroughly. I'll update it throughout the week.
I love boilerplate
r/love2d • u/Fuck_It_No_Name • 2d ago
Hello everyone, a friend of mine is interested in using this engine but she is a little paranoid so she run it through virustotal and it says that a ransomware has been detected?
She asked me to make this post so that she could know if this is normal or something to be concerned about.
Thank you beforehand.
r/love2d • u/RoombaCollectorDude • 3d ago
Apparently, older versions took 0-255 for RGB values, and then they switched to 0-1. Why did they change this, asking out of curiosity. I kinda find it hard to work with, but I am aware you can do:
love.graphics.setColor(love.math.colorFromBytes(r, g, b, a))
love.graphics.setColor(love.math.colorFromBytes(r, g, b, a))
r/love2d • u/TekkDaddy_ • 3d ago
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Last time I posted this it was "my SNKRX remaster" — a year+ of renderer rewrites, QoL fixes, and controller support, with no bigger plan than making the version I wanted to play. The response in that thread, and honestly the number of you who DM'd me telling me to take it further, is what convinced me to stop treating it like a mod and start treating it like a game. So I did. It's called SLYTHE now, and the demo is live on Steam.
What's happened since that post:
🎵 "New music: still on the list" — delivered. The whole soundtrack is replaced with a 10-track synthwave pack that fits the arena way better than I hoped
🏆 Full Steam integration in pure LÖVE — 41 achievements and a global all-time leaderboard (names + avatars on the main menu), all through luasteam
🕹 Native on Steam Deck — verified on real hardware, and honestly the game feels made for it
🌐 A browser demo via love.js — that was an adventure (Asyncify and love.filesystem have opinions about each other)
🐍🐍 Local co-op in development — two snakes, one arena, split aggro. The second snake runs on a polled Input instance so the pads never cross-talk
And the new trailer I promised last time is finally real: https://youtu.be/EBAC6GFfois
Still 100% LÖVE 11.x, still built on a327ex's open-source foundation with full credit in the game.
The free demo (first 15 arenas, every mode): https://store.steampowered.com/app/4911780/SLYTHE/
And to everyone from that first thread: thank you. It genuinely changed what this project became.
Back in godot you could just do var += 1 and that felt way more elegant and was quicker. This has been my only annoyance with löve so far.
Is there a better way to write this and if not maybe a unoficial solution?
Sorry if i missed something obvious but I really havent found anyone doing it different in the tutorials i've watched and searching it up also doesnt help.
r/love2d • u/bryancolonslashslash • 5d ago
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I was struggling a lot trying to handle all that in my head and finally made a complex system that consists of a Foreman system, Jobs, Task, Villagers, Inventories, Pathfinding and Buildings. It's a real miracle I was able to finish it, I lost my confidence a few times, thank God for that!
Now you can assign the amount of workers in each building. Workers automatically do the assigned jobs, completing tasks that are automatically distributed. Villagers have vim to do the tasks, once they depleted, they go to rest. Resources are managed between buildings and villagers inventories. Villagers are assigned for different open tasks on the same job, someone could haul resources, someone could gather and so on...
An example of a working cycle for Lumbermill:
- Assign job and find trees to gather
- Gather wood, until inventory is full
- Deposit wood into Lumbermill
- Repeat until Lumbermill is full
- Once it's full, move resources to Warehouse
All this creates a lot of paths which should work well with the type of game I'm trying to implement, but I'm not sure still.
r/love2d • u/lindenhoneyrat • 7d ago
r/love2d • u/Affectionate-Town741 • 7d ago
Hi folks,
I've been working on a little evolution simulator in LÖVE for a while. You control a cell, eat stuff, reproduce, and when you die you take over your biggest child. Available in 9 languages (English, Russian, Chinese, Japanese, Korean, German, French, Spanish, Portuguese).
It's free on itch: https://tailogs.itch.io/cell-simulator
Would love to get some feedback from other LÖVE devs. If you try it, let me know what breaks
Thanks!



I'm starting to find that playing my own game is fun, that's gotta be a good sign! I usually hate playing my own games haha!
r/love2d • u/PapaGengar727 • 9d ago
I’m making a retro-style game in LÖVE2D with an internal resolution of 320x240. The game is point-and-click, so accurate mouse coordinates are pretty important for menus and gameplay.
My problem is that whenever I scale the game to fit the window, one of two things happens:
The game scales visually, but the mouse coordinates no longer line up correctly.
I tried a scaling library, but it only seems to scale the graphics, not the mouse input.
Ideally I’m looking for a solution that lets me render everything at 320x240 and scale it cleanly to the window, converts mouse coordinates back into the 320x240 game space correctly, and supports integer scaling.
I’d also like if the mouse position can “snap” to the pixel grid (so the cursor effectively moves in 320x240 coordinates).
I’ve looked at a few libraries online, but none of the ones I tried seemed to handle mouse scaling properly, so I’m wondering if I’m approaching this the wrong way.
What’s the recommended way to do this in LÖVE? Is there a standard approach or library people generally use?
r/love2d • u/jackboback • 9d ago
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This is my Baltro-inspired TETRIS Roguelike, Ascendrix. It's my first time making a roguelike, writing Lua, and using the Love2D framework. I've been working on it on and off for a little over a year now, and finally decided I should post about it.
Ascendrix's main features are the piece variants and ability system, which can really alter the traditional TETRIS play style. The game also features (soon to be) randomly generated levels, each with their own goal, modifiers, and rewards.
There's still a lot I've gotta work on, and I currently have no planned release date 🙃
r/love2d • u/cubick-SD • 11d ago
Hi all! I’ve been teaching myself LÖVE/Lua for the past two months. I’ve started a project, but I’ve fallen into a bad habit: whenever I get stuck, I immediately ask an AI to write the code for me.
I’ve realized that while I’m getting things done, I’m not actually learning how to structure my own game logic or think like a programmer. I end up with code that I don’t fully understand.
Does anyone have advice on how to break this cycle? How did you learn to handle the 'blank screen' phase without relying on AI? Are there any study habits or resources that helped you gain confidence in writing your own code from scratch?
Thanks for any tips!

r/love2d • u/gold_snakeskin • 11d ago
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Hey guys, wanted to share my game (working title is Pachinko but that’ll change soon!) I’ve been working on most of this year. It has bullet hell mechanics and a structure like an arcade game.
If that sounds interesting to you, please let me know and I’d be glad to send you the demo! I’m working my way to a public demo release so I could use all the feedback I can get!
r/love2d • u/AngryCatNoises_ • 11d ago
i am using sti
love.graphics.print(map:getTileProperties(map.layers["room"], math.floor(player.x / 32), math.floor(player.y / 32)), font, 0, 96, 0, 2, 2)
im trying to get it to print out the layer properties so i know how to implement interactable objects but it keeps throwing this error :/
Man it feels good to finally have a style to go with.
I feel like I can finally progress here with a cohesive vision. I can start to find fitting music and build the UI out more!
If interested in seeing the new changes in action, check out the game here and if you want to follow the development, join the discord
r/love2d • u/Life-Heron-6533 • 12d ago
Hey i tried to implement videos instead of spritesheet atlas into my game for background animation, but it seems good video formats are not supported like mp4. Is that true are there good ways to implement videos into love2D, which are performance friendly with high quality rendering?
r/love2d • u/Personal-Rough741 • 12d ago
i've been trying to make a prototype of a 2d top down shooter but i dont know how to use box2d to do raycasts . i tried to learn it myself but i dont know where to start ,can anyone help me about it?
r/love2d • u/No-Guide848 • 14d ago
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Spent the last while building a proper Love2D dev environment: full LSP integration (autocomplete, diagnostics, go-to-definition), an embedded runtime so you can run and iterate without leaving the editor, project management, and a formatter tuned for Lua/Love2D conventions.
The interesting part was wiring the LSP and runtime together so they actually feel like one tool instead of two things bolted together. Still rough in places, would love feedback on this
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