Search found 3087 matches

by slime
Tue May 17, 2011 8:26 pm
Forum: General
Topic: love.physics is the most frustrating thing ever.
Replies: 14
Views: 3661

Re: love.physics is the most frustrating thing ever.

This little utility might be useful to people, although it's not free and it doesn't have a specific LÖVE exporter (yet?)
by slime
Mon May 16, 2011 7:55 pm
Forum: Support and Development
Topic: Building for mac app store?
Replies: 22
Views: 9037

Re: Building for mac app store?

It may help those of us looking to eventually put games on the Mac App Store if you were to outline the steps necessary to convert a LÖVE project to an app that meets their guidelines (or a link to get people started). :)
by slime
Fri May 13, 2011 10:45 pm
Forum: Games and Creations
Topic: Kurosuke (working title)
Replies: 96
Views: 68959

Re: Kurosuke (working title)

You could do some trickery with os.execute or os.getenv to determine the current OS. If/when LuaJIT becomes a standard part of LÖVE it has a jit.os string that will tell you.
by slime
Sun May 08, 2011 11:46 pm
Forum: General
Topic: Tilesheet Generator (Mac)
Replies: 1
Views: 780

Re: Tilesheet Generator (Mac)

If you're just interested in making a texture atlas/spritesheet from a folder of sprites then this seems to do the trick quite well, plus it's cross-platform, although it has much less features than that. :)
by slime
Sun May 08, 2011 6:34 pm
Forum: Games and Creations
Topic: Kurosuke (working title)
Replies: 96
Views: 68959

Re: Kurosuke (working title)

Sounds like you'd get about the same performance using spritebatches then, but you wouldn't have to generate RAM- and time-wasting images. :)
by slime
Fri May 06, 2011 11:21 pm
Forum: Games and Creations
Topic: Kurosuke (working title)
Replies: 96
Views: 68959

Re: Kurosuke (working title)

(mega-bump) I noticed you don't seem to be using spritebatches for your level geometry. Is there any particular reason for this? They'd speed up the level drawing a ton, especially for more complex levels. You'd have to put your static sprites into a sprite sheet though. This tool seems to do the jo...
by slime
Fri May 06, 2011 11:13 pm
Forum: Games and Creations
Topic: Snayke - Out now! Version 1.1, soundtrack available
Replies: 196
Views: 139769

Re: Snake clone [version 1.1]

Version 1.2 now allows you to reverse the snake's direction entirely by pressing spacebar. After playing around with it a bit I've decided it's pretty awesome, but harder to use in the 'fast' gamespeed.
by slime
Wed May 04, 2011 9:45 pm
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 21660

Re: Managing a consistent framerate

The performance increase is marginal when compared with the real bottlenecks a typical LÖVE game has. :P

I do that too (store graphics getWidth/getHeight in global variables) but mainly for convenience. xres is a lot faster to type than love.graphics.getWidth(). :)
by slime
Wed May 04, 2011 8:23 pm
Forum: General
Topic: LÖVE 0.7.2 Released
Replies: 57
Views: 105748

Re: LÖVE 0.7.2 Released

0.8.0. The development of 0.7.2 has been pretty much frozen for a month, but it didn't get released until now.
by slime
Sun May 01, 2011 11:59 pm
Forum: General
Topic: LÖVE distribution website
Replies: 102
Views: 36622

Re: LÖVE distribution website

One thing I missed earlier . How about an icon file upload field to add to the exe/app/etc? Interesting idea, although I think it might have a hint of feature creep. Having the default LÖVE icon isn't exactly ideal for when you want to distribute a game - and it isn't always clear how to change a p...