Search found 91 matches
- Fri Oct 12, 2012 4:36 am
- Forum: Support and Development
- Topic: LOVE rendering issue
- Replies: 3
- Views: 2674
Re: LOVE rendering issue
OK, I just discovered something very interesting. If I set LOVE to "power saver" in the switchable graphics panel in CCC, it works just fine. In high performance (dedicated video card) it has this issue. Has anyone else ever had something like this?
- Wed Oct 10, 2012 3:45 am
- Forum: Support and Development
- Topic: LOVE rendering issue
- Replies: 3
- Views: 2674
LOVE rendering issue
Hey Guys, I've got a problem with the LOVE platform that's been cropping up lately - a weird distortion on everything it renders, even error screens and the default "piggy" screen. I've attached a couple screenshots. s2wwE.png GNi3f.png Re-installing my graphics drivers works for a little ...
- Fri May 18, 2012 4:54 pm
- Forum: Support and Development
- Topic: Build a global collision object
- Replies: 4
- Views: 3016
Re: Build a global collision object
Yeah, I wanted as much flexibility as possible, and convex shapes wouldn't be at all uncommon. I do have diagonal tiles, though, so the shape you showed would be ideal for that specific ship. Thanks for the links, I'll take a look at them and see if I can perhaps adjust them to fit my needs.
- Wed May 16, 2012 9:44 pm
- Forum: Support and Development
- Topic: Build a global collision object
- Replies: 4
- Views: 3016
Re: Build a global collision object
Here's a diagram that will hopefully help. I have a 2d array (actually its 3d because the tiles each have more than one property, but that's unimportant) that takes the form of a tilemap, like this, though usually bigger. I want to be able to generate a collision object like the red line. Thanks for...
- Tue May 15, 2012 6:39 pm
- Forum: Support and Development
- Topic: Build a global collision object
- Replies: 4
- Views: 3016
Build a global collision object
Hi guys, I have a game where you build a spaceship with a simple editor on a map of square tiles. I then export it into a ship that can fly around in flight mode while controlling someone walking around inside (sort of diabloish control scheme). For the ship-player collisions I just have a square co...
- Tue May 08, 2012 7:39 pm
- Forum: Support and Development
- Topic: Non-uniform scale without shaders
- Replies: 2
- Views: 2108
Re: Non-uniform scale without shaders
BUMP: What's the matter with my posts? This and my two before it are the only ones on this forum I've ever seen go without a single answer . . .
- Mon May 07, 2012 2:08 pm
- Forum: Support and Development
- Topic: Collision detection
- Replies: 10
- Views: 5820
Re: Collision detection
Depends on the kind/complexity you want. Probably best is to use http://vrld.github.com/HardonCollider/
- Mon May 07, 2012 2:07 pm
- Forum: Support and Development
- Topic: love.exe has stopped working - hello world
- Replies: 3
- Views: 3195
Re: love.exe has stopped working - hello world
No problem, glad it worked!
BTW, one of the devs told me this fix will be in 0.8.1, so we can start using the official build then.
BTW, one of the devs told me this fix will be in 0.8.1, so we can start using the official build then.
- Mon May 07, 2012 12:42 am
- Forum: Support and Development
- Topic: love.exe has stopped working - hello world
- Replies: 3
- Views: 3195
Re: love.exe has stopped working - hello world
That's what happens to me with the current release, you might be having the text issue that my video card has. Are you using the normal release or the latest alpha build? If you have x64 you can try it out at https://love2d.org/builds/. I'm not sure if there are any alpha x86 builds any more, x64 ar...
- Sun May 06, 2012 9:48 pm
- Forum: Support and Development
- Topic: Non-uniform scale without shaders
- Replies: 2
- Views: 2108
Non-uniform scale without shaders
I was wondering if there's any way to scale something (eg a canvas) in a non-uniform way without using shaders. I want to give the illusion of a turning page but I know lots of hardware doesn't support glsl.