Search found 28 matches
- Thu Aug 24, 2017 10:53 pm
- Forum: Support and Development
- Topic: Bluetooth and local multiplayer
- Replies: 3
- Views: 4389
Bluetooth and local multiplayer
Is there any existing support in LÖVE or Lua in general, to access the bluetooth features of a device? I was wondering if I could make a game in love for android and use bluetooth as a way to create a local multiplayer experience. Or, if there is nothing like that using bluetooth, what are other goo...
- Sat Jan 14, 2017 2:25 pm
- Forum: Support and Development
- Topic: [Solved] Android - Game won't open
- Replies: 11
- Views: 7095
Re: Android - Gane won't open
Wow, just making graphics load only on demand, then releasing them when no longer used made everything work! Thank you so much guys
btw, I'll add a solved tag to the topic (lol I mistyped game in the title)
btw, I'll add a solved tag to the topic (lol I mistyped game in the title)
- Sat Jan 14, 2017 1:09 pm
- Forum: Support and Development
- Topic: [Solved] Android - Game won't open
- Replies: 11
- Views: 7095
Re: Android - Gane won't open
Ok thank you! You're always saving my life lol
Once I change the way graphics are handled, I'll give feedback.
Once I change the way graphics are handled, I'll give feedback.
- Sat Jan 14, 2017 12:28 pm
- Forum: Support and Development
- Topic: [Solved] Android - Game won't open
- Replies: 11
- Views: 7095
Re: Android - Gane won't open
How can I know the true amount of bytes that images will use, and what are the best ways to reduce that amount specifically? For example, the seal file is 100 KB, and all the cards together take up ~6 MB, but they obviously take up more memory than that while the app is running, as you said, it uses...
- Sat Jan 14, 2017 11:43 am
- Forum: Support and Development
- Topic: [Solved] Android - Game won't open
- Replies: 11
- Views: 7095
Re: Android - Gane won't open
I'm aware I should have posted the love file and/or the apk too, but I wasn't with my pc at that moment. i just posted this before going to sleep, in case this problem was so common that it wouldn't depend on the game, or someone had experienced something similar and had a general answer. Another we...
- Sat Jan 14, 2017 2:11 am
- Forum: Support and Development
- Topic: [Solved] Android - Game won't open
- Replies: 11
- Views: 7095
[Solved] Android - Game won't open
I built my app today and I tested on two phones, my friend's phone (a Galaxy Prime Grand Duos, or sth like that) and my own phone (some LG low end phone, I cant remember the model exactly) On his phone it worked just fine, but not on mine, it didnt even open, just a black screen for some moments the...
- Fri Dec 23, 2016 6:54 pm
- Forum: Support and Development
- Topic: Android and Memory Usage
- Replies: 3
- Views: 2832
Re: Android and Memory Usage
This app is like a helper for a table RPG I play with some friends, so it only contains images (a lot of them though) and ~maybe~ some sounds will be added. Putting those images together as an atlas (that's the name right?) and later use as quads would help? Anyway, I should test the 'game' on my ph...
- Fri Dec 23, 2016 6:07 pm
- Forum: Support and Development
- Topic: Android and Memory Usage
- Replies: 3
- Views: 2832
Android and Memory Usage
I'm intending to try out using Löve for Android but I have a question about memory usage. I opened Löve with no game loaded and checked the task manager on my computer and it said about 30MB of memory was being used. That is beyond the regular limit for android devices, right? But does that value re...
- Mon Nov 07, 2016 7:34 pm
- Forum: Support and Development
- Topic: Multiple .lua files, error handling and common functions
- Replies: 5
- Views: 4400
Re: Multiple .lua files, error handling and common functions
pcall is actually a good solution, I can even print the message on a console inside the game. This is useful because some user typed scripts are expected. 2. Not exactly sure what you mean by this, but I'll take a stab at it... You can setup your card as a "class" and inherit functions, et...
- Thu Nov 03, 2016 11:46 pm
- Forum: Support and Development
- Topic: Multiple .lua files, error handling and common functions
- Replies: 5
- Views: 4400
Multiple .lua files, error handling and common functions
Before telling what my questions actually are, here's some explanation about the game I'm making: - It's a card game, so there are common rules to every card, but they have their particular effects. - Not every card needs a separate file for their effect, because some of them don't have any. Now, wh...