Search found 12 matches
- Thu Oct 30, 2008 11:10 pm
- Forum: Support and Development
- Topic: filesystem directory content listing
- Replies: 2
- Views: 3271
Re: filesystem directory content listing
Maybe with love.filesystem.enumerate( dir ) ?
- Wed Oct 29, 2008 5:33 pm
- Forum: Games and Creations
- Topic: Copters !
- Replies: 12
- Views: 18083
Re: Copters !
Ok so first I'm going to clean up the code a little to allow me to easily add a menu and to ease the integration of the network code. bartbes, I would be interested in a network lib, but I think there will be no server, clients would only send their input to each other. I see that your library uses ...
- Tue Oct 28, 2008 10:49 pm
- Forum: Games and Creations
- Topic: Copters !
- Replies: 12
- Views: 18083
Re: Copters !
I'd like to do it, but synchronizing physics seems a bit hard to me ...Green_Hell wrote:Please add network support
Actually I use an azerty keyboardfarvardin wrote:And thank you for thinking about people with azerty keyboard...
- Tue Oct 28, 2008 1:04 pm
- Forum: Games and Creations
- Topic: Copters !
- Replies: 12
- Views: 18083
Copters !
Hello, I made this game yesterday and I thought it's good enough to be shared ;) It's inspired by this game . The goal here is to defeat the other player by destroying his copter or pushing him off the screen. You also have a "wind ability" that you can use once per game which stops your m...
- Sun Oct 19, 2008 1:58 pm
- Forum: General
- Topic: Avatars: OBEY!
- Replies: 763
- Views: 1193749
Re: Avatars: OBEY!
Just posting to show my "Obey avatar" :p
- Sun Oct 19, 2008 1:57 pm
- Forum: General
- Topic: How can I do a "mask" or blendmode union ?
- Replies: 4
- Views: 4498
Re: How can I do a "mask" or blendmode union ?
You could draw two circles on a render target without additive mode, and then draw a square with that texture and additive mode on the backbuffer ...
(I think a render target is called a framebuffer in opengl)
(I think a render target is called a framebuffer in opengl)
- Sun Oct 12, 2008 1:00 pm
- Forum: Support and Development
- Topic: Bug with testSegment ?
- Replies: 5
- Views: 6819
Re: Bug with testSegment ?
So, the bug seems to come from Box2d, I found the same problem with this code: #ifndef TEST_SEGMENT_H #define TEST_SEGMENT_H class TestSegment : public Test { public: b2Body* m_body; b2Vec2 m_mousePos; TestSegment() { { b2PolygonDef shape; shape.SetAsBox(5.0f, 1.0f); b2BodyDef body; body.position.Se...
- Sun Oct 12, 2008 12:34 pm
- Forum: Support and Development
- Topic: Bug with testSegment ?
- Replies: 5
- Views: 6819
Re: Bug with testSegment ?
Thanks for the reply =)
I'm trying to convert it to c++ with the testbed of Box2d to see if there is the same problem.
(I use the version 2.0.1 of Box2d, I think that LOVE use the same.)
I'm trying to convert it to c++ with the testbed of Box2d to see if there is the same problem.
(I use the version 2.0.1 of Box2d, I think that LOVE use the same.)
- Sun Oct 12, 2008 9:15 am
- Forum: Support and Development
- Topic: Bug with testSegment ?
- Replies: 5
- Views: 6819
Re: Bug with testSegment ?
It's not clear enough or nobody cares ?
- Thu Oct 09, 2008 9:33 pm
- Forum: Support and Development
- Topic: Halp!
- Replies: 6
- Views: 6091
Re: Halp!
Once you've got your .love, to make a .exe, you need to put the love.exe in the same directory, and do: copy /b love.exe + yourgamename.love yourgamename.exe (for windows) It will create "yourgamename.exe ", if you want to show your game to someone who hasn't installed löve, you'll need to...