Search found 29 matches

by Ovidios
Sun Sep 20, 2020 5:25 pm
Forum: Support and Development
Topic: Creating Custom Drawables?
Replies: 5
Views: 3479

Re: Creating Custom Drawables?

Mh alright...
Thank you anyway!
by Ovidios
Sun Sep 20, 2020 5:09 pm
Forum: Support and Development
Topic: Creating Custom Drawables?
Replies: 5
Views: 3479

Creating Custom Drawables?

Hey!

Is there a way, in a regular LÖVE game, to create a new "Drawable" object, i.e. one that can be drawn using love.graphics.draw?
If so, how would I go about doing that?

Thanks!
by Ovidios
Tue Jun 02, 2020 10:54 am
Forum: Games and Creations
Topic: a small town tavern: seven days of pals and potions
Replies: 2
Views: 8250

a small town tavern: seven days of pals and potions

Hey everyone! Here's a little game/prototype I finished recently! It's a narrative-focused potion and drink making simulation set in a small fantasy town where your dialog choices and the quality of the drinks and potions you make change the outcome of the characters' stories! https://img.itch.zone/...
by Ovidios
Wed Jul 05, 2017 10:21 pm
Forum: Support and Development
Topic: Polygon drawing correctly with mode "line" but not with mode "fill"
Replies: 2
Views: 3161

Re: Polygon drawing correctly with mode "line" but not with mode "fill"

Huh, thanks. Now I feel stupid for missing the big yellow box, though...
by Ovidios
Wed Jul 05, 2017 9:55 pm
Forum: Support and Development
Topic: Polygon drawing correctly with mode "line" but not with mode "fill"
Replies: 2
Views: 3161

Polygon drawing correctly with mode "line" but not with mode "fill"

The title pretty much says it all. This is what happens: ss+(2017-07-05+at+11.53.01).png Here is the main.lua (although the .love is also attached to this post): function love.load() v = {500,300, 400,300, 400,400, 300,300, 400,200} end function love.draw() love.graphics.setColor(100, 100, 100) love...
by Ovidios
Mon May 15, 2017 7:08 pm
Forum: Games and Creations
Topic: My game "Expand your World" still needs votes! Please help me out, guys! (LD 38)
Replies: 0
Views: 2125

My game "Expand your World" still needs votes! Please help me out, guys! (LD 38)

Hey, My Ludum Dare game Expand Your World still needs some votes and, although I've been playing quite a lot of other games, I can't get further up the list (probably due to me being pretty bad at giving feedback and not wanting to write meaningless "nice game"-comments). So yeah, here's a...
by Ovidios
Mon Dec 26, 2016 3:22 pm
Forum: Support and Development
Topic: I need some help getting my game onto android...
Replies: 4
Views: 4538

I need some help getting my game onto android...

I did my best trying to follow the guide on the wiki ( https://bitbucket.org/MartinFelis/love-android-sdl2/wiki/Building_L%C3%96VE_for_Android_-_Windows ) but when running ant debug i get the following errors: C:\Users\Ovidios\Desktop\MartinFelis-love-android-sdl2-35cd9f190025>ant debug Unable to lo...
by Ovidios
Sat May 07, 2016 6:43 pm
Forum: Support and Development
Topic: Tool to package game for android?
Replies: 2
Views: 2581

Tool to package game for android?

Since people on here have been making tools like that for windows/mac and I seem to just be way too stupid to follow the instructions I was wondering if someone already made a tool like that?

Thanks in advance! ^^
by Ovidios
Sun Apr 17, 2016 11:44 am
Forum: Support and Development
Topic: How do you temporarily disable collisions? - love.physics
Replies: 5
Views: 5669

Re: How do you temporarily disable collisions? - love.physics

The easiest way is to use 'Fixture:setFilterData' to set the collision filtering mask to 0. Assuming you haven't changed any of the category, mask or group data, that would look like this: 'fixture:setFilterData(1, 0, 0)' and then turning collisions back on would be like this: 'fixture:setFilterDat...
by Ovidios
Sun Apr 17, 2016 10:16 am
Forum: Support and Development
Topic: How do you temporarily disable collisions? - love.physics
Replies: 5
Views: 5669

Re: How do you temporarily disable collisions? - love.physics

Not quite sure what you mean. If you don't want one object to collide with another object just don't check for collisions. If you mean you only want it to not collide when say, a button is being held down, you could set a Boolean variable like canCollide=true Then you could set that to false when y...