Search found 16 matches
- Tue Mar 01, 2011 9:32 am
- Forum: Support and Development
- Topic: Building An EXE On A Mac - Possible?
- Replies: 2
- Views: 2120
Building An EXE On A Mac - Possible?
I know that the copy /b command is used to package the .love with love.exe - I think all this does is append the two binary files into one, right? Is there an equivalent that can be done on Mac OS so that I can package for Windows from my Mac?
- Fri Feb 25, 2011 11:04 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722499
Re: What's everyone working on? (tigsource inspired)
Hey. I just wanted to properly say hi, as I've popped in a few times for advice and am hoping to stay around more since I'm using Love almost daily. I'm working on a game for TIGsource's almost-closed VERSUS competition. It's a two-player Roguelike; my first complete game, really (when it's, uh, com...
- Fri Feb 25, 2011 11:02 am
- Forum: Games and Creations
- Topic: First LOVE Project
- Replies: 7
- Views: 5197
Re: First LOVE Project
I think it's got everything your first game needs. You've tried a bit of the lot. Well done! I got pretty bummed out that my games were all using default art, so I used TIGsource's amazing Assemblee stuff to make my games look prettier when developing. It's all here: http://www.derekyu.com/tigs/asse...
- Fri Feb 25, 2011 10:57 am
- Forum: Libraries and Tools
- Topic: TEsound - simple, easy sound/music manager
- Replies: 57
- Views: 77094
Re: TEsound - simple, easy sound/music manager
No problem, happy to be of some kind of service. TEsound is amazing, it's completely solved every sound problem I've had with my games. Thanks a lot.
- Thu Feb 24, 2011 12:34 pm
- Forum: Libraries and Tools
- Topic: TEsound - simple, easy sound/music manager
- Replies: 57
- Views: 77094
Re: TEsound - simple, easy sound/music manager
Hey folks, I'm using TEsound and it's really wonderful, but I've just tried to get it to run a midi file and it's sounding rather odd indeed. Here's what the console had to say: load_pat > can not open /usr/local/share/timidity/timidity.cfg, use environment variable MMPAT_PATH_TO_CFG for the directo...
- Sun Jan 30, 2011 9:30 pm
- Forum: Libraries and Tools
- Topic: LUBE (Networking Library)
- Replies: 332
- Views: 243671
Re: LUBE (Networking Library)
Will do! Thanks man.
EDIT - Good lord, UDP holepunch sounds complicated. I'll try port opening first, if that's possible.
Of course, it's not going to be possible in general, so if anyone has successfully implemented UDP holepunch with LUBE, let me know.
EDIT - Good lord, UDP holepunch sounds complicated. I'll try port opening first, if that's possible.
Of course, it's not going to be possible in general, so if anyone has successfully implemented UDP holepunch with LUBE, let me know.
- Sun Jan 30, 2011 7:29 pm
- Forum: Libraries and Tools
- Topic: LUBE (Networking Library)
- Replies: 332
- Views: 243671
Re: LUBE (Networking Library)
This kicks ass, as an update. I love it. It works in localhost perfectly, but is there anything I should know to get it working across computers? Is www.whatismyip.com giving the wrong IP address? Do I need to open ports, usually? Any hints?
- Sat Jan 29, 2011 4:04 pm
- Forum: Libraries and Tools
- Topic: LUBE (Networking Library)
- Replies: 332
- Views: 243671
Re: LUBE (Networking Library)
So, uh, is this still 'the' way to do LOVE networking?
I've got a minimal skeleton set up, but I'm not clear on how I actually send data between server and client. Any thoughts?
I've got a minimal skeleton set up, but I'm not clear on how I actually send data between server and client. Any thoughts?
- Thu Jan 13, 2011 12:19 pm
- Forum: Support and Development
- Topic: information on creating a platform game
- Replies: 25
- Views: 7711
Re: information on creating a platform game
I think Flixel does it by limiting the frame rate regardless to a certain FPS. I have no idea how feasible that is here.
Unfortunately I came here to ask about doing a platformer too. I guess that'll have to go in a different library, alas.
Unfortunately I came here to ask about doing a platformer too. I guess that'll have to go in a different library, alas.
- Wed Jan 05, 2011 10:47 am
- Forum: Support and Development
- Topic: Windows DLLs - Which, Where, How
- Replies: 4
- Views: 4062
Re: Windows DLLs - Which, Where, How
You're absolutely right; when I put those DLLs in the pack it stopped asking for it. Finally, cross-platform distribution that works!
Cheers guys.
Cheers guys.