Search found 11 matches

by Daniel_Cortez
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...
by Daniel_Cortez
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...
by Daniel_Cortez
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...
by Daniel_Cortez
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...
by Daniel_Cortez
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...
by Daniel_Cortez
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...
by Daniel_Cortez
Thu Jun 04, 2015 7:43 pm
Forum: General
Topic: LOVE users map
Replies: 182
Views: 130509

Re: LOVE users map

Novokuznetsk, Russia
by Daniel_Cortez
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 ?
by Daniel_Cortez
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...
by Daniel_Cortez
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.