The crashing is related to audio and fixed in latest source code for love (issue #442). In the next release of love, you won't have this issue. I believe if you stop and start an audio source rapidly (like every dt) you'll encounter this problem more often.
I like your game.
Search found 25 matches
- Wed May 29, 2013 3:24 am
- Forum: Support and Development
- Topic: Collision + game crashing problem??
- Replies: 6
- Views: 2813
- Sat Dec 01, 2012 5:14 am
- Forum: General
- Topic: Question for emacs users
- Replies: 4
- Views: 4880
Re: Question for emacs users
I use Compilation mode to capture the output and hyperlink the error messages to the source code. To enter this mode, you type 'M-x compile'. You'll be prompted to enter the compile command (or accept the default 'make' command). Here's part of my .emacs that sets this up. I bind C-x C-k to enter th...
- Sun Nov 04, 2012 6:54 pm
- Forum: Support and Development
- Topic: A few more questions
- Replies: 32
- Views: 19223
Re: A few more questions
Agreed. It's a non-issue anyway, just was curious as to what you were thinking.
- Sun Nov 04, 2012 4:26 pm
- Forum: Support and Development
- Topic: A few more questions
- Replies: 32
- Views: 19223
Re: A few more questions
Ah, I see, but then you couldn't use texture wrapping . I don't see the connection. My mistake, texture wrapping still works, but the newQuad() would now be tied to a specific image's w/h. For example, if I make a quad like this: quad = love.graphics.newQuad(0, 0, 150, 150, 75, 75) No matter what i...
- Sun Nov 04, 2012 4:30 am
- Forum: Support and Development
- Topic: A few more questions
- Replies: 32
- Views: 19223
Re: A few more questions
Ah, I see, but then you couldn't use texture wrapping.Boolsheet wrote:It would just call Image:getWidth and Image:getHeight (or their C++ equivalents) for you and then calculate the texture coordinates.
- Sat Nov 03, 2012 4:58 pm
- Forum: Support and Development
- Topic: A few more questions
- Replies: 32
- Views: 19223
Re: A few more questions
Scale the image to the reference width and height. Uh. I don't think the reference width and height were ever meant to do "image scaling". The width and height are needed to calculate the vertex coordinates and giving wrong values distorts the image. It already came up once that this does...
- Tue Oct 09, 2012 10:53 pm
- Forum: General
- Topic: Love2D - Font Messed Up!
- Replies: 20
- Views: 12313
Re: Love2D - Font Messed Up!
Just google harabara for the font file. GIMP renders the text almost the same as LOVE does, so I don't think this is a LOVE issue. You might want to try the font out in other programs, and see how they render it, or change fonts.
- Mon Aug 27, 2012 6:31 am
- Forum: General
- Topic: [SOLVED] Making an image strip
- Replies: 8
- Views: 4166
Re: Making an image strip
Yes, via batch mode, e.g. 'gimp -i -b '(command-to-run-here)'. You can use GIMP to do the image strip as well, but it's not built-in. You'd have to write the script yourself, or find a pre-made one.Lafolie wrote:Does gimp have automated tasks?
- Mon Aug 27, 2012 2:55 am
- Forum: General
- Topic: [SOLVED] Making an image strip
- Replies: 8
- Views: 4166
Re: Making an image strip
Summon a beach, I've got to compile it from source for PNGs? I'm not sure. You might want to search around or ask on their support forum. EDIT: Make sure you downloaded the "static" version. I ran the Windows version (ImageMagick-6.7.9-2-Q8-windows-static.exe) via Wine (Linux) and it ran ...
- Mon Aug 27, 2012 1:03 am
- Forum: General
- Topic: [SOLVED] Making an image strip
- Replies: 8
- Views: 4166
Re: Making an image strip
The montage command from ImageMagick will do this and is free. Here's an example usage:
Code: Select all
montage *.png -mode concatenate -tile 4x4 -background transparent sheet.png