Search found 6 matches
- Wed Feb 14, 2018 2:00 pm
- Forum: General
- Topic: BYTEPATH tutorial - making a complete game with LÖVE
- Replies: 4
- Views: 16721
Re: BYTEPATH tutorial - making a complete game with LÖVE
This must be the most in-depth tutorial I've seen for any engine! :ultraglee: Was the decision to use an object-oriented design due to your background, to teach common practice, or something else entirely? I've always thought of the use of OOP as un-LÖVEly, but your code makes it fit in incredibly c...
- Sat Feb 10, 2018 3:06 pm
- Forum: Support and Development
- Topic: Equivalent to Gamemaker's sign() function?
- Replies: 49
- Views: 23322
Re: Equivalent to Gamemaker's sign() function?
Both * and / are quite costly for floating numbers, if LuaJIT can't help to optimize. A simple branching like grump's version could be more efficient. The most efficient way to do this is probably by bitwise operations on the binary representation of floating number, if there's no CPU instruction f...
- Thu Feb 01, 2018 7:22 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722394
Re: What's everyone working on? (tigsource inspired)
At the start of the year I started coding up what I was hoping to be a platform fighter, inspired by the movement mechanics of Super Smash Bros. Melee and Shrek Superslam. After about a week I found myself unable to make much progress, and I've decided to postpone it for the time being. With fightin...
- Wed Jan 10, 2018 12:20 am
- Forum: Support and Development
- Topic: Distributing your games (making a .love file)
- Replies: 278
- Views: 1080202
Re: Distributing your games (making a .love file)
Show-and-tell time for zip scripts? :awesome: I'm just coming back into development after stopping when I started university. As a result I just use a lazy batch script I wrote back in school, which is probably the most useful piece of code I've written: if exist game.love rename game.love game.zip ...
- Sat Jan 06, 2018 1:34 pm
- Forum: Support and Development
- Topic: Support for Gamecube controllers (Mayflash Adapter)
- Replies: 2
- Views: 3707
Re: Support for Gamecube controllers (Mayflash Adapter)
Love uses xinput for controllers. If you can make it play nice with it, you'll be fine. Otherwise you will need another library to handle the input. (not sure what the crash is all about though) That's interesting - I know that the Mayflash can work with XInput, but maybe there are few extra hoops ...
- Fri Jan 05, 2018 11:18 pm
- Forum: Support and Development
- Topic: Support for Gamecube controllers (Mayflash Adapter)
- Replies: 2
- Views: 3707
Support for Gamecube controllers (Mayflash Adapter)
I've been trying to see if LÖVE would recognise Gamecube controllers as joysticks when plugged in via a Mayflash adapter. As I had expected it passes undetected in WiiU mode (as WiiU mode is exclusively for use with the WiiU or Dolphin emulator), however when I switch the adapter to PC mode LÖVE cra...