Search found 11 matches
- Sat Sep 12, 2015 2:47 pm
- Forum: LÖVE-Android
- Topic: Game requires 0.7.2 but love-android-sdl2 is 0.10-alpha
- Replies: 3
- Views: 66645
Re: Game requires 0.7.2 but love-android-sdl2 is 0.10-alpha
I just got this compiled correctly. But its throwing up the same error the desktop gives me if I try using the latest Love version .9+ This is mobile screenshot, desktop version is identical. But on desktop using 0.7.2 works perfect fixes blue screen error https://love2d.org/imgmirrur/LFvRjih.png t...
- Wed Aug 12, 2015 11:11 am
- Forum: General
- Topic: Suggestion for a new URL
- Replies: 13
- Views: 8750
Re: Suggestion for a new URL
love.club would have been cool, but it's taken... Well, that domain name seems to be abandoned. https://i.imgur.com/OtXQJ99.png Also here's what I've found out: Created by Registrar: 101Domain, Inc. Domain Registration Date: 2014-07-11T19:53:56Z > Domain Expiration Date: 2016-07-10T23:59:59Z < Doma...
- Thu Aug 06, 2015 3:51 am
- Forum: General
- Topic: LÖVE 0.9.2 Released
- Replies: 59
- Views: 88844
Re: LÖVE 0.9.2 Released
https://bitbucket.org/rude/love/src/3d6571855b584021107cc155fcdc91e8e45904ef/changes.txt * Removed the "canvas", "shader", "npot", "subtractive", and "mipmap" Graphics Feature constant (the features always have guaranteed support now.) Does that mea...
- Thu Jul 23, 2015 3:50 pm
- Forum: General
- Topic: The Love Distrubution Pack
- Replies: 12
- Views: 24184
Re: The Love Distrubution Pack
https://en.wikipedia.org/wiki/GNU_Lesser_General_Public_License A standalone executable that dynamically links to a library through a .so, .dll, or similar medium is generally accepted as not being a derivative work as defined by the LGPL. It would fall under the definition of a "work that uses...
- Fri Jun 12, 2015 1:53 pm
- Forum: General
- Topic: Faster pixel by pixel render?
- Replies: 10
- Views: 8302
Re: Faster pixel by pixel render?
When you tried working with ImageData, did you use another thread? I don't think there's much point to it unless you use more than one thread. Optimally you should use as many threads as there are CPU cores. Do you mean manipulating an image data in multiple threads or just moving all the manipulat...
- Thu Jun 11, 2015 6:43 pm
- Forum: General
- Topic: Faster pixel by pixel render?
- Replies: 10
- Views: 8302
Re: Faster pixel by pixel render?
Is there something else you can think of? Maybe you could use the FFI replacements for ImageData functions: https://github.com/slime73/love-snippets/blob/master/ImageData-FFI/imagedata-ffi.lua Probably not a best solution though since these functions are not thread-safe (you'll have to only use the...
- Thu Jun 04, 2015 7:43 pm
- Forum: General
- Topic: LOVE users map
- Replies: 182
- Views: 130509
Re: LOVE users map
Novokuznetsk, Russia
- Tue Nov 11, 2014 6:17 pm
- Forum: Support and Development
- Topic: Palette swap
- Replies: 4
- Views: 5343
Palette swap
Hello.
I'm making a platformer game and planning to use shared sprites for different enemies just by applying different palettes to them.
So... does anyone know how to perform a palette swap in LÖVE ?
I'm making a platformer game and planning to use shared sprites for different enemies just by applying different palettes to them.
So... does anyone know how to perform a palette swap in LÖVE ?
- Sun Jun 15, 2014 5:21 pm
- Forum: Support and Development
- Topic: Graphics scaling
- Replies: 1
- Views: 2267
Graphics scaling
Hi guys, I'm trying to display 320x240 graphics in 1280x960 window using the love.graphics.scale() function: local SCREEN_EMULATED_WIDTH, SCREEN_EMULATED_HEIGHT = 320, 240 local SCREEN_WIDTH, SCREEN_HEIGHT = love.graphics.getDimensions() local SCREEN_SCALE_X, SCREEN_SCALE_Y = SCREEN_WIDTH/SCREEN_EMU...
- Tue Apr 08, 2014 7:43 am
- Forum: Support and Development
- Topic: Script name and path
- Replies: 3
- Views: 4381
Re: Script name and path
Yeah, I'm already using string concatenation. Just needed to get the path of that script with code inside that script, so the entity would be able to load its graphics, collision data, etc.
And looks like the "..." operator should solve that problem.
And looks like the "..." operator should solve that problem.