Thanks for sharing this project! I’ve been looking for something like this to test my game on mobile devices!
Is there any way to rotate the screen by the way?
Search found 34 matches
- Wed Jan 03, 2024 6:14 pm
- Forum: Libraries and Tools
- Topic: Love2D Studio: A free tool to code and test fantastic games on iPad/iPhone
- Replies: 58
- Views: 333160
- Fri Feb 17, 2023 8:29 am
- Forum: General
- Topic: background in 3D [SOLVED]
- Replies: 10
- Views: 6782
Re: background in 3D
This could work in my opinion. But i have no idea how to work with canvases in g3d. :-( Any example perhaps? Sure, this is how i would do it: -- Requires -- ... function love.load() local w = ... local h = ... canvas2d = love.graphics.newCanvas(w, h) canvas3d = love.graphics.newCanvas(w, h) end fun...
- Wed Feb 15, 2023 8:18 am
- Forum: General
- Topic: background in 3D [SOLVED]
- Replies: 10
- Views: 6782
Re: background in 3D
You could use multiple canvases: a background canvas where you draw your parallax and a depth-enabled canvas with your 3d scene. You can then draw your canvases in the correct order on the screen to achieve this effect (i've used the same trick when i've played around with groverburger's 3d engine).
- Fri Feb 03, 2023 4:29 pm
- Forum: General
- Topic: Correct way to extend Lua standard libraries
- Replies: 1
- Views: 2502
Correct way to extend Lua standard libraries
Hi all! I'm working on a large Love2D project using a library i've written to handle OOP, and i've decided to divide it into multiple files (one for each class plus main.lua and conf.lua). Whenever i need to instantiate or extend a class i'm simply requiring it with require "ClassName" and...
- Mon Jan 16, 2023 8:14 am
- Forum: General
- Topic: Open source RPG Editor
- Replies: 23
- Views: 15355
Re: Open source RPG Editor
Hi Vico, I'm currently writing a JRPG engine using love2d as the game engine and Java (swing framework) as the editor. The project is going on well: i'd say the editor is almost complete while the engine is at 70% or so (vehicles and battle system are still missing although i've already done the lat...
- Sat Jul 09, 2022 10:35 am
- Forum: General
- Topic: The right audio volume
- Replies: 4
- Views: 4028
Re: The right audio volume
ears? I just listen to sound and if it too loud, then i lower volume, if it to quiet then raise volume. That's what i'm doing at the moment but i'm not very consistent with it, so sometimes an audio track's volume will result different from other tracks. I ran everything through the audacity normal...
- Sat Jul 09, 2022 7:18 am
- Forum: General
- Topic: The right audio volume
- Replies: 4
- Views: 4028
The right audio volume
Hi all!
I'm having trouble finding the right sound and music volume when composing/converting audio for my game. Sometimes the resulting volume is too high or too weak.
Are you guys using some particular trick to find out the right value for your sound and music volume?
Thank you in advance
I'm having trouble finding the right sound and music volume when composing/converting audio for my game. Sometimes the resulting volume is too high or too weak.
Are you guys using some particular trick to find out the right value for your sound and music volume?
Thank you in advance
- Tue Jan 25, 2022 12:32 pm
- Forum: Support and Development
- Topic: Personalization layer
- Replies: 2
- Views: 2947
Re: Personalization layer
I'm not sure if this is the correct way to do it, but overriding love.errorhandler this way seems to do the trick: local utf8 = require("utf8") local function error_printer(msg, layer) print((debug.traceback("Error: " .. tostring(msg), 1+(layer or 1)):gsub("\n[^\n]+$", ...
- Wed May 12, 2021 9:33 am
- Forum: Games and Creations
- Topic: ⭐Star Quest - Earthbound-inspired RPG!⭐
- Replies: 45
- Views: 88666
Re: Star Quest
Very cool! I'm working on an old-school JRPG too in love2d, so i'm very curious to see how you did it
- Fri Apr 09, 2021 7:17 am
- Forum: Support and Development
- Topic: Multidimentional arrays/Tables
- Replies: 14
- Views: 11410
Re: Multidimentional arrays/Tables
Hi, Bowlman! The concept is the same in Lua too: // Load your images inside love.load function love.load() // Declare your image table. This will be a table of tables, where each subtable will hold your images images = {} // Loop for each image for i = 1, 10 do // Entry "i" of your multidi...