Won't open. Only v11.0+ crashes, v0.10.2 and before works fine.
Full report: https://pastebin.com/raw/QAvNsem5
Search found 14 matches
- Wed Sep 26, 2018 2:46 am
- Forum: General
- Topic: love v11.* doesn't work on macOS Mojave
- Replies: 2
- Views: 4706
- Fri May 04, 2018 12:49 am
- Forum: General
- Topic: macOS codesigning help
- Replies: 1
- Views: 2127
Re: macOS codesigning help
turns out to be this problem:
https://bitbucket.org/rude/love/issues/ ... cutable-in
https://bitbucket.org/rude/love/issues/ ... cutable-in
- Fri Apr 27, 2018 9:45 pm
- Forum: General
- Topic: macOS codesigning help
- Replies: 1
- Views: 2127
macOS codesigning help
I codesigned my app and every framework inside it with my valid apple developer license and every thing is normal and no error, but it still says identity of the developer cannot be confirmed and won't open if i uploaded the game and download it from internet. My gatekeeper option is anywhere, and s...
- Mon Feb 19, 2018 12:14 am
- Forum: Support and Development
- Topic: Joystick problem on windows
- Replies: 0
- Views: 1574
Joystick problem on windows
joystick:getGamepadMapping() works well on mac but returns nothing on windows? It's not throwing any errors it just returns nothing. I'm using a xbox360 wired controller on a mac with love 0.10.2 (tried other controllers they didn't work too) I got the error report from players who're using windows...
- Wed Jan 31, 2018 3:59 am
- Forum: Support and Development
- Topic: Best practices on implementing collision detection?
- Replies: 2
- Views: 2031
Best practices on implementing collision detection?
Writing my own collision library, I found that both bump.lua and hc have "cells" in their implementations, what are cells for and how can cells improve efficiency or performance?
And are there any other best practices on implementing collisions?
Thanks!
And are there any other best practices on implementing collisions?
Thanks!
- Wed Nov 01, 2017 7:38 pm
- Forum: Support and Development
- Topic: Is it possible to draw clear (transparent) background?
- Replies: 2
- Views: 3154
Re: Is it possible to draw clear (transparent) background?
Thank you, didn't see that part before.grump wrote: ↑Wed Nov 01, 2017 6:35 pm Way down under "Notes" on the love.window.setMode documentation page it saysTransparent backgrounds are currently not supported.
- Wed Nov 01, 2017 6:11 pm
- Forum: Support and Development
- Topic: Is it possible to draw clear (transparent) background?
- Replies: 2
- Views: 3154
Is it possible to draw clear (transparent) background?
Is it possible to draw clear (transparent) background on borderless window mode so that it's possible to make things like Clippy?
or things like this?
https://alienmelon.itch.io/potatoware2
or things like this?
https://alienmelon.itch.io/potatoware2
- Wed Nov 01, 2017 1:44 am
- Forum: Games and Creations
- Topic: Dark Wish
- Replies: 12
- Views: 10241
Re: Dark Wish
I despise Java style rigid OO and the associated syntax. I now believe that getX() and setX() is the creation of the devil, the devout followers are confused souls that need saving. I also hate the word 'manager', which should be banned from programming and the general workplace too. Hi I'm new to ...
- Wed Nov 01, 2017 12:19 am
- Forum: Games and Creations
- Topic: CONJUN
- Replies: 0
- Views: 1834
- Mon Oct 30, 2017 3:44 am
- Forum: Support and Development
- Topic: Performance drop after drawing a lot of rectangles?
- Replies: 2
- Views: 2519
Re: Performance drop after drawing a lot of rectangles?
Every rectangle is one draw call, and each draw call takes (relatively) long to process. When you have lots of them, your framerate will suffer. There's 2 ways to go about solving this: 1. Use a spritebatch. It's a buffer which takes a texture. Then you tell it where you want to "put" all...