Search found 34 matches
- Tue Mar 06, 2012 12:52 am
- Forum: Support and Development
- Topic: Newly compiled love.exe in VS2010 runs without DLLs
- Replies: 9
- Views: 5782
Newly compiled love.exe in VS2010 runs without DLLs
Hi, So there were a few little tweaks I wanted to make to Love that required building it myself (eg, make it look for a main.lua in the same directory if you double click to open love.exe), and wanted to give luaJIT a try. I've downloaded Visual c++ 2010 express, the love source, the sdk, got them a...
- Fri Dec 02, 2011 4:26 am
- Forum: Support and Development
- Topic: Icky screenshots in 0.8
- Replies: 9
- Views: 5916
Re: Icky screenshots in 0.8
That gave me exactly what I wanted. Thanks so much!Boolsheet wrote:Code: Select all
img = love.graphics.newScreenshot() img:mapPixel( function(x, y, r, g, b, a) return r, g, b, 255 end )
- Thu Dec 01, 2011 6:21 am
- Forum: Support and Development
- Topic: Icky screenshots in 0.8
- Replies: 9
- Views: 5916
Re: Icky screenshots in 0.8
Hmm.. I think I understand what you're saying, but I still don't get why the love.graphics.newScreenshot function keeps the backgroundColor set unless transparent pixels are drawn over it.
Is this something I should try to fix, or wait for a change in Love?
Also, thanks a lot for your help.
Is this something I should try to fix, or wait for a change in Love?
Also, thanks a lot for your help.
- Wed Nov 30, 2011 5:22 am
- Forum: Support and Development
- Topic: Icky screenshots in 0.8
- Replies: 9
- Views: 5916
Re: Icky screenshots in 0.8
I don't really understand why it would keep the transparency, though. The game renders it on top of the background colour, why isn't it blended with that in a screenshot, which I'd think should be a literal translation of what you see? I previously tried every different blend mode setting before tak...
- Mon Nov 28, 2011 5:32 am
- Forum: Support and Development
- Topic: Icky screenshots in 0.8
- Replies: 9
- Views: 5916
Icky screenshots in 0.8
So I upgraded my game to a build on Love 0.8 recently, as some of the new spiffy features are quite useful, and switched my screenshots over to use PNGs (thanks for the non BMP formats!). Unfortunately... love-screenshot.png This is what I get saved when I used the love screenshot saving. I messed a...
- Mon Nov 07, 2011 6:23 am
- Forum: Support and Development
- Topic: Distributing your games (making a .love file)
- Replies: 278
- Views: 1080385
Re: Distributing your games (making a .love file)
I've been working on my game for a while now, for commercial distribution at the end. At the moment I'm focused on Windows, though I'll be making a linux and mac version later. This meant amongst other things I didn't want to need to have users install the framework in addition to installing my game...
- Tue Sep 20, 2011 6:16 am
- Forum: Support and Development
- Topic: Fullscreen window, hide/show mouse cursor position
- Replies: 1
- Views: 2792
Re: Fullscreen window, hide/show mouse cursor position
So I've been investigating further, this is a mockup of what ends up happening in my game, if the rectangle were the hex grid of my game: local fullscreen = true function love.load() love.graphics.setMode(1680, 1050, fullscreen, false, nil) rectWidth = love.graphics.getWidth() / 2 rectHeight = love....
- Tue Sep 20, 2011 1:02 am
- Forum: Support and Development
- Topic: Fullscreen window, hide/show mouse cursor position
- Replies: 1
- Views: 2792
Fullscreen window, hide/show mouse cursor position
Hey guys, So I've been testing out fullscreen mode in my game recently, and while I use the default pointer everything works fine. However hiding and showing the mouse cursor in fullscreen mode seems to alter the mouse's position. I can work around this, I think, but it's really quite annoying and u...
- Fri Sep 16, 2011 1:16 am
- Forum: General
- Topic: do i have to switch between .love and .zip files every time?
- Replies: 12
- Views: 5059
Re: do i have to switch between .love and .zip files every t
Or if you add the love executable (love.exe) to your PATH, you can just open up a terminal and run: cd C:\path\to\your\game\ love.exe . Don't even need the .exe part. That's how I run my game in development. For distribution, because I want people to be able to drop files into directories to add ne...
- Mon Sep 05, 2011 7:23 am
- Forum: Support and Development
- Topic: love.graphics.translate & printf
- Replies: 9
- Views: 3516
Re: love.graphics.translate & printf
Thanks guys. I swear it used to be balanced in my own game, but I guess I missed something. Will go back and look now.
Should there be a note in the wiki about this? The page for love.graphics.push doesn't explicitly say that pop/pushes must be balanced.
Thanks again.
Should there be a note in the wiki about this? The page for love.graphics.push doesn't explicitly say that pop/pushes must be balanced.
Thanks again.