Search found 22 matches
- Tue Jun 22, 2010 3:40 am
- Forum: Libraries and Tools
- Topic: Try Love in your Browser
- Replies: 38
- Views: 23068
Re: Try Love in your Browser
Javascript in Chrome or Safari are the fastest i hear. But it is still not like native fast. Thats why you i see it as you will probably need to optimize it. So thats why maybe writting a Love Canvas wouldnt be a bad idea. That uses the same kind of api as Lov8 does because it seems to work really g...
- Tue Jun 22, 2010 3:18 am
- Forum: Libraries and Tools
- Topic: Try Love in your Browser
- Replies: 38
- Views: 23068
Re: Try Love in your Browser
Javascript is ok but javascript interpreting lua would be massive speed drop. But if we make a lua to javascript converter. It would be faster then javascript interpreting lua. http://code.google.com/p/lov8/ thats pretty cool, But it not what i really meant. V8 is pretty cool and all but i mean a L...
- Mon Jun 21, 2010 11:55 pm
- Forum: Libraries and Tools
- Topic: Try Love in your Browser
- Replies: 38
- Views: 23068
Re: Try Love in your Browser
There is a flash compiler that is free, Its called Flex SDK, Which is actually Actionscript 3 compiler free of charge and there is a free IDE to use with it called FlashDevelop, And i was thinking of embedding Lua Alchemy into it. Havent had time but its possible. Having ActionScript interpret Lua w...
- Thu Nov 26, 2009 10:04 pm
- Forum: Support and Development
- Topic: Loading external graphics outside of love?
- Replies: 3
- Views: 3401
Loading external graphics outside of love?
So i compile everything into a exe. I learned how to run external lua files which was pretty easy using the default lua io commands. Does anyone know how to do external images so people could say mod there players character and i could have the love load them externally? btw im using love 0.5.0 im s...
- Fri Aug 14, 2009 3:11 pm
- Forum: General
- Topic: v8 powered Love2d
- Replies: 18
- Views: 15708
Re: v8 powered Love2d
yes it is possible to write love into browser, but this is not that solution to that. What you are looking to do is a Active X plugin which could easily make work in windows only. Or port love to http://haxe.org or Java.
Re: love.map?
Or build our own love based map editor.. in love. That couldnt be too impossible could it?
- Sat Jun 13, 2009 12:36 am
- Forum: Support and Development
- Topic: File System Problem, Cant write save game.
- Replies: 22
- Views: 17997
Re: File System Problem, Cant write save game.
ye, i dont know what it is. Well im thinking of making saved games server side. So then im just going to write the server in C++ and save everything serverside. But it would be nice if the file system would work for me.
- Fri Jun 12, 2009 9:51 pm
- Forum: Support and Development
- Topic: File System Problem, Cant write save game.
- Replies: 22
- Views: 17997
Re: File System Problem, Cant write save game.
no im on windows, ive done this on linux and i know about that already
But yea cant lua handle its own file saves, it wont save in the love file but i mean i might have to do that instead.
But yea cant lua handle its own file saves, it wont save in the love file but i mean i might have to do that instead.
- Fri Jun 12, 2009 7:33 pm
- Forum: Support and Development
- Topic: File System Problem, Cant write save game.
- Replies: 22
- Views: 17997
Re: File System Problem, Cant write save game.
Thanks for the help, i got a little farther but hit problem. SaveGame = love.filesystem.newFile( "Game.txt",love.file_write ) love.filesystem.open(SaveGame) success = love.filesystem.write(SaveGame, PlayerName:getText()) With that it still crashes. It doesnt write but it doesnt give a erro...
- Fri Jun 12, 2009 5:31 pm
- Forum: Support and Development
- Topic: File System Problem, Cant write save game.
- Replies: 22
- Views: 17997
File System Problem, Cant write save game.
Im trying to write my own game data so that the user can continue his or her own game. But this seems to work but it crashes love with no error or warning. What am i doing wrong. SaveGame = love.filesystem.newFile( "Game.txt" ) success = love.filesystem.write(SaveGame, TeamName:getText()) ...