Corona Vs Love

Hi all,

I was wondering how much control we have over the game engine in something like Love vs Corona Enterprise. What does Corona have that Love doesn’t and visa versa.

I think Corona is the only engine not supporting Spine at the moment - something about meshes but I’m not really sure. Love is open source but I’m not sure how big that community is / how fast they’re able to change when Apple or Google changes their requirements.

Any comparison would be helpful. Thanks!

Hi,

I’ve built with Love, MOAI, and Corona (as well as some other minor players).

I’d stick with Corona. Corona is able to keep up on the current needs of developers, has fantastic documentation and support, as well as, making packaging and distribution very simple.

With both Love and MOAI you are also required to be more involved in the code base, where Corona has already handled the most common (and uncommon) use cases for mobile and desktop development.

Things you should be looking out for are:

  • How much extra code do you need to add to use a certain piece of functionality?
  • Can you release on all major platforms without additional toolchains?
  • Are the engines kept up to date? Is the support good? Are the people nice?
  • How quickly are support and bugs handled?

Corona excels at solving all of these problems. They have daily releases, as well as an amazing forum full of really knowledgeable people, who are very willing to share help and other feedback.

I hope that helps a bit. Perhaps some others will chime in as well.

Cheers.

(Full disclosure: I’m a Corona SDK Ambassador, but that doesn’t change my research. Opinions are still my own.)

Thanks for the quick reply! I’m a big fan of your Coronium product and I’m looking forward to your Parse module. You’ve definitely done a lot to advance the capability of Corona :slight_smile:

I can see your point. As our product gets further and further along, I’m increasingly worried we’re relying too much on a service that could (theoretically) not exist tomorrow. That’s why something open-source is appealing. How much control does Corona Enterprise open up? Can we fiddle with the Corona engine or just link to outside modules?

Hi,

I’m afraid I can’t speak much on Enterprise, as I haven’t used it yet. But I’m sure someone will chime in.

Here is a link to some info that might help https://docs.coronalabs.com/native/enterprise/index.html

At the end of the day, it’s whatever tool works best for you really.

Thanks for the kind words. :slight_smile:

Cheers.

Corona Enterprise, SDK and CoronaCards are not open source. We’ve open sourced some plugins and some Lua pieces (widgets, older storyboard and sprites), but the core is not.

But we keep the product up to date, keep our documentation up as well.

Rob

@rcornwal I recently developerd a game using Spine. Mesh deformation is not supported but I didn’t need it. The rest works ok.: Gnomochi 2
https://itunes.apple.com/us/app/virtual-pet-gnomochi-2-gold/id1039628181?mt=8

Spine works great with corona especially with spine helper.

You can make good looking animations without mesh deformation. But if corona would have support for meshes your animations would look super-awesome B)  That is the “tiny” difference  <_<

Please vote for mesh support here

Hi,

I’ve built with Love, MOAI, and Corona (as well as some other minor players).

I’d stick with Corona. Corona is able to keep up on the current needs of developers, has fantastic documentation and support, as well as, making packaging and distribution very simple.

With both Love and MOAI you are also required to be more involved in the code base, where Corona has already handled the most common (and uncommon) use cases for mobile and desktop development.

Things you should be looking out for are:

  • How much extra code do you need to add to use a certain piece of functionality?
  • Can you release on all major platforms without additional toolchains?
  • Are the engines kept up to date? Is the support good? Are the people nice?
  • How quickly are support and bugs handled?

Corona excels at solving all of these problems. They have daily releases, as well as an amazing forum full of really knowledgeable people, who are very willing to share help and other feedback.

I hope that helps a bit. Perhaps some others will chime in as well.

Cheers.

(Full disclosure: I’m a Corona SDK Ambassador, but that doesn’t change my research. Opinions are still my own.)

Thanks for the quick reply! I’m a big fan of your Coronium product and I’m looking forward to your Parse module. You’ve definitely done a lot to advance the capability of Corona :slight_smile:

I can see your point. As our product gets further and further along, I’m increasingly worried we’re relying too much on a service that could (theoretically) not exist tomorrow. That’s why something open-source is appealing. How much control does Corona Enterprise open up? Can we fiddle with the Corona engine or just link to outside modules?

Hi,

I’m afraid I can’t speak much on Enterprise, as I haven’t used it yet. But I’m sure someone will chime in.

Here is a link to some info that might help https://docs.coronalabs.com/native/enterprise/index.html

At the end of the day, it’s whatever tool works best for you really.

Thanks for the kind words. :slight_smile:

Cheers.

Corona Enterprise, SDK and CoronaCards are not open source. We’ve open sourced some plugins and some Lua pieces (widgets, older storyboard and sprites), but the core is not.

But we keep the product up to date, keep our documentation up as well.

Rob

@rcornwal I recently developerd a game using Spine. Mesh deformation is not supported but I didn’t need it. The rest works ok.: Gnomochi 2
https://itunes.apple.com/us/app/virtual-pet-gnomochi-2-gold/id1039628181?mt=8

Spine works great with corona especially with spine helper.

You can make good looking animations without mesh deformation. But if corona would have support for meshes your animations would look super-awesome B)  That is the “tiny” difference  <_<

Please vote for mesh support here