Search found 107 matches
- Mon Dec 04, 2023 2:51 am
- Forum: General
- Topic: LÖVE 11.5 released!
- Replies: 37
- Views: 685977
Re: LÖVE 11.5 released!
Added "LÖVE Loader" launcher on Android for easier loading of .love files. What is that? A separate tool? Or will Love2d display some selection menu instead of the "no game" screen? It's a separate app icon in your app drawer. Its sole purpose is to ask which .love files to load...
- Fri Mar 10, 2023 12:37 pm
- Forum: General
- Topic: LÖVE Jam 2023
- Replies: 10
- Views: 10410
Re: LÖVE Jam 2023
Not quite. With the addition of so-called "GC64" in LuaJIT 2.1, bytecodes are compatible if the "GC64" feature and the version match. So there can be 2.1 without GC64 bytecode, and 2.1 with GC64 bytecode too. That being said, 64-bit LOVE (be it either Windows or Linux AppImage or...
- Tue Jan 04, 2022 5:07 pm
- Forum: General
- Topic: LÖVE 11.4 - out now!
- Replies: 51
- Views: 264336
Re: LÖVE 11.4 - out now!
Hm, that is unfortunate. 2.1 supports 64-bit bitops but this means you can't rely on them being present when distributing plain love files. Another option would be using the relocatable nature of the 11.4 AppImage. You can "fuse" your game with the 11.4 Linux binaries and distribute that ...
- Tue Jan 04, 2022 4:41 pm
- Forum: General
- Topic: LÖVE 11.4 - out now!
- Replies: 51
- Views: 264336
Re: LÖVE 11.4 - out now!
Linux that distribute LOVE as part of their package manager may not use the latest LuaJIT version.
- Wed Nov 03, 2021 12:56 pm
- Forum: Support and Development
- Topic: How to test android on MS Windows box?
- Replies: 7
- Views: 8524
Re: How to test android on MS Windows box?
If you don't have touchscreen PC, the best way to add touch input support to your game is to test it in real device.
- Fri Oct 29, 2021 8:29 am
- Forum: Support and Development
- Topic: How are C libraries for LÖVE handled?
- Replies: 3
- Views: 7550
Re: How are C libraries for LÖVE handled?
Currently, for Android specifically you need to modify LOVE code (and the Android.mk build files), statically link your C libraries to it, and expose it to "package.preload". Extracting the native libraries to game directory and requiring that doesn't work in Android 10 and later due to no...
- Wed Sep 29, 2021 8:59 am
- Forum: Support and Development
- Topic: Implementing Firefox's Pinch Zoom Gesture
- Replies: 2
- Views: 5043
Re: Implementing Firefox's Pinch Zoom Gesture
It took me few days, but thanks I finally got it right.
- Mon Sep 27, 2021 11:35 am
- Forum: Support and Development
- Topic: Implementing Firefox's Pinch Zoom Gesture
- Replies: 2
- Views: 5043
Implementing Firefox's Pinch Zoom Gesture
Hello, I'm trying to implement zoom gesture for my game. I tried various methods on implementing this but no avail. My quick guess is to do it in love.touchmoved callback but I have no idea how. Any help is appreciated. This is the gesture I wanted. You can see both of my fingers as black large dots...
- Mon Sep 27, 2021 11:17 am
- Forum: Support and Development
- Topic: Building with my own LuaJIT
- Replies: 5
- Views: 8404
Re: Building with my own LuaJIT
You don't specify OS. In Linux, you probably have to recompile everything so it uses /usr/local paths. In Windows, it's not possible to compile LuaJIT for Windows ARM64 yet.
- Sun Aug 08, 2021 11:39 am
- Forum: Support and Development
- Topic: Multicanvas shader compile error because of comment line
- Replies: 3
- Views: 11620
Re: Multicanvas shader compile error because of comment line
The current shader entrypoint detection is simple Lua's / which doesn't take comments into account. The current solution is to remove the commented entrypoint.
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