Search found 9 matches
- Tue Apr 21, 2015 7:34 pm
- Forum: Support and Development
- Topic: [SOLVED] require fails when used in thread
- Replies: 2
- Views: 2493
Re: require fails when used in thread
Ah, that does the trick. I came across this on the wiki page on require, and was wondering if that was being left out as well, and how I'd re-include it. LÖVE adds two loaders (before the Lua loaders) that search for modules in the game and save directory. Adding the following line to the top of thr...
- Tue Apr 21, 2015 7:16 pm
- Forum: Support and Development
- Topic: [SOLVED] require fails when used in thread
- Replies: 2
- Views: 2493
[SOLVED] require fails when used in thread
Hey all. Got a threading-related issue here that's not race conditions! Long story short, I need to include (require) a file in a thread. Whenever I try this, the thread throws an error saying it can't find the file, even though it is required in the exact same way in other files (that run in the ma...
- Fri Apr 17, 2015 8:58 pm
- Forum: LÖVE-Android
- Topic: love-android-sdl2 (native, 0.9.2)
- Replies: 324
- Views: 520935
Re: love-android-sdl2 (native, 0.9.2)
Quick question, is the love.thread module supported? Haven't found any specific mention of it so I'd assume it is.
EDIT: Had the time to run a quick test. It's supported.
EDIT: Had the time to run a quick test. It's supported.
- Fri Apr 10, 2015 5:28 pm
- Forum: Ports
- Topic: [DEPRECATED] Experimental iOS port (LÖVE 0.9.2)
- Replies: 129
- Views: 136501
Re: Experimental iOS port (LÖVE 0.9.2)
Well, good to know it's being looked at. Thanks for the update, looking forward to a fix!
- Wed Apr 08, 2015 8:28 pm
- Forum: Ports
- Topic: [DEPRECATED] Experimental iOS port (LÖVE 0.9.2)
- Replies: 129
- Views: 136501
Re: Experimental iOS port (LÖVE 0.9.2)
Hey slime, great work! I was wondering, are you still maintaining this? If so, I ran into an issue. When I build and run it for the iPhone 5 (simulator) it works fine, but when I select the iPhone 6 (simulator) instead, it throws an exception (EXC_BAD_ACCESS) and refuses to continue on, leaving the ...
- Tue Jun 24, 2014 7:15 pm
- Forum: General
- Topic: I might be making a tool to generate LÖVE executables
- Replies: 10
- Views: 7587
Re: I might be making a tool to generate LÖVE executables
Thanks for the replies everyone! I'd definately prefer to work offline (I can see how people would prefer not to send their commercial games to some strange server) but online works too. I do think that the fact that you have to first upload everything and then download it again might be an issue, b...
- Mon Jun 23, 2014 8:42 pm
- Forum: General
- Topic: I might be making a tool to generate LÖVE executables
- Replies: 10
- Views: 7587
I might be making a tool to generate LÖVE executables
Title. Don't often come to the forums, and if I do, I usually just lurk, but figured your input might be nice to have here. I just realized there's no such thing as a tool that automagically generates Windows and OS X executables from a given .love file . And when you have to make a bunch of those f...
- Sun Jun 09, 2013 7:05 pm
- Forum: Support and Development
- Topic: [resolved] Implementing a beat detection algorithm
- Replies: 2
- Views: 3767
Re: Implementing a beat detection algorithm
Thanks Boolsheet, I got it working now! It's quite flawed still, only using the simple sound energy algorithm #1, but it runs fine, so that's great! When instantiating: self.soundData = love.sound.newSoundData( "filename.mp3" ) self.source = love.audio.newSource( self.soundData ) self.last...
- Sat Jun 08, 2013 11:38 am
- Forum: Support and Development
- Topic: [resolved] Implementing a beat detection algorithm
- Replies: 2
- Views: 3767
[resolved] Implementing a beat detection algorithm
Hey all, I want to put beat detection into my game. It doesn't have to be super accurate, nothing fancy really, so I have settled for the simple sound energy algorithm, as outlined here . That's all really cool, but to be honest I have no idea how to implement that in LÖVE. The maths behind it are d...