Mh alright...
Thank you anyway!
Search found 29 matches
- Sun Sep 20, 2020 5:25 pm
- Forum: Support and Development
- Topic: Creating Custom Drawables?
- Replies: 5
- Views: 3479
- 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!
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!
- 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/...
- 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...
- 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...
- 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...
- 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...
- 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!
Thanks in advance!
- 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...
- 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...