T O P
WrongAndBeligerent

I've never heard of Solar2D, but Love2D is amazing and has been for almost 20 years. Actually Love2D might be one of the few software libraries I would call amazing.


stetre

Solar2D is Corona SDK, it was renamed when "corona" became an unpopular name.


AutoModerator

Hi! It looks like you're posting about Love2D which implements its own API (application programming interface) and most of the functions you'll use when developing a game within Love will exist within Love but not within the broader Lua ecosystem. However, we still encourage you to post here if your question is related to a Love2D project but the question is about the Lua language specifically, including but not limited to: syntax, language idioms, best practices, particular language features such as coroutines and metatables, Lua libraries and ecosystem, etc. If your question is about the Love2D API, start here: https://love2d-community.github.io/love-api/ If you're looking for the main Love2D community, most of the active community members frequent the following three places: - /r/love2D - Discord: https://discordapp.com/invite/rhUets9 - Forums: https://love2d.org/forums/ *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/lua) if you have any questions or concerns.*


1414codeforge

LÖVE, as an engine, is significantly more compact and simpler compared to Solar2D. LÖVE is not strictly opinionated, giving you almost complete freedom to organize how your game works. It essentially provides a minimal framework of primitives you can extend with whatever library you see fit for your game, or write most of the functionality from scratch yourself. Solar2D, on the other hand, is more complete and fleshed out, a relatively large framework you can extend (less conveniently) with plugins. Trading freedom of action for ready-made functionality and overall consistency. Both use Lua as a scripting language, there's not much difference there. Favoring one over the other is subject to personal tastes and contingency, maybe you should try them both for a short while and make up your mind. A good starting point for LÖVE novices: * [Wiki](https://love2d.org/wiki/Main_Page) * [Sheepolution](https://www.sheepolution.com/learn/book) P.S. we know for a fact LÖVE 2D community is full of love and support too ✨ For Solar2D: * [Solar2D Tutorials](https://docs.coronalabs.com/tutorial/index.html)


oresearch69

Thanks for this, a good, thorough answer. I’ve been impressed with the extent to which Solar2D works “right out of the box”, and how quickly you get something up and running (being very new to programming this has felt really good as a way to get more instant feedback to keep me building my understanding in rewarding chunks before getting more into the detail). The one thing that’s kind of making me question going down this route is, as I mentioned, the lack of tutorials online compared to what I have managed to find for LÖVE, as a lot of my initial learning will be focused on tutorials to orient me and just practice going through the steps and motions. I think I’ll keep going with Solar for the time being, and then when I feel a bit more comfortable, dip my toe into LÖVE to see how they differ once I have more familiarity.


mrBadim

I vote for Solar2d. It is easier to use and most important - much easier to deploy. Check out Defolt as well.


Togfox

What is the diff between the two?


mrBadim

There are a lot. For me mainly: It is easier to use and most important - much easier to deploy.


hotchocolateisascam

I would personally recommend love2d, for the helpful community and the long list of plugins that have been made for it. Love makes it easy to use the simplest possible tools to create your game so you can put exactly what you want to put into it into it. If that makes sense https://github.com/love2d-community/awesome-love2d


misa0815

I'm a Solar2D user since 2013(it was called coronaSdk), no experience in LÖVE2D. ex cocos2D user, experienced Unity and Godot Engine by prototyping some projects using them. mainly developing 2D games. Share you something incredible, grab Tiled editor and MTE (Million Tile Engine, no longer been updated but it's very solid, I'm still using it in my project and it's free now) then you have a robust and intuitive level editor. LÖVE2D has TiledMapLoader for most basic requirement. MTE is hooked with Solar2D only and provide lot of runtime API, and you could learn a lot form the samples it provided. it can boost a lot dev speed when you're trying to make Zelda-like, Sonic-like, even Terraria-ish games. Both of them provider particle system. but if you need more advanced one in future, you can go grab Particle Candy (no more update but it still working in my current project, 39.95euro). Solar2D is still full supporting Spine v4.0 (not v4.1 above but might be updated in future). Solar2D provide built-in shader (do kinds of effects in images without create extra artwork. like glow, put rainbow color in it, dynamic glare on image like bricks in SMB.. etc) There are still many awaiting for you to dig out. and if you encounter some problem about Lua algorithms, don't forget to also check out the forum of LÖVE2D for solutions. thanks for LÖVE2D community, too. In my experience, even now Solar2D if still compatible with Unity and Godot in 2d game dev speed and quality if you are not aiming AAA product. with cautious coding, in most case, performance won't be the issue, even better in some genre I believe. so as a solo-dev, sdk like Solar2D are meet my most requirement.


Togfox

What is the diff between the two? Anyone know enough about both languages?