Search found 134 matches
- Wed Jul 25, 2018 2:03 pm
- Forum: Support and Development
- Topic: Preserving transparency when using shaders?
- Replies: 3
- Views: 4610
Re: Preserving transparency when using shaders?
OK a simple one, two things. 1. You don't need to specify in your shader: pixel.a = pixel.a; Unless you want to modify the alpha further. Otherwise remove this line. 2. To use the current love color multiply your shader result with the vec4 color parameter; so replace; return pixel; with return pixe...
- Tue Jul 03, 2018 11:35 am
- Forum: Support and Development
- Topic: Save directory different between fused and non-fused games [RESOLVED]
- Replies: 5
- Views: 5583
Re: Save directory different between fused and non-fused games
Munki, it might be possible to use "love/dw" when running in fused mode but not vice versa. There is no point in supporting both fused and non-fused modes - you already have control of the binaries and how the game launches. Also there is "isFused": https://love2d.org/wiki/love....
- Mon Jul 02, 2018 1:41 pm
- Forum: Support and Development
- Topic: Save directory different between fused and non-fused games [RESOLVED]
- Replies: 5
- Views: 5583
- Sun Jul 01, 2018 10:37 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722527
Re: What's everyone working on? (tigsource inspired)
Been working on the 'Steamworks' API and a Lua library for it, hit a brick wall with the 'callback' system that Volvo use for most of the functionality. Apparently there might have been some progress in the ffi side of things, where you can register a c callback to trigger a Lua function, but I coul...
- Sun Jul 01, 2018 10:21 am
- Forum: Support and Development
- Topic: Save directory different between fused and non-fused games [RESOLVED]
- Replies: 5
- Views: 5583
Save directory different between fused and non-fused games [RESOLVED]
In both cases I manually use setIdentity() to something simple such as 'DW', but both examples give different save folders on a Win7 system. For the non-fused game the save path resolves to: "C:\Users\Me\AppData\Roaming\ LOVE \DW" where the 'LOVE' folder was created automatically (all caps...
- Tue Jun 05, 2018 1:08 pm
- Forum: Support and Development
- Topic: MacOS Dropping Support of OpenGL
- Replies: 4
- Views: 4967
Re: MacOS Dropping Support of OpenGL
What they are doing sounds like pointing the barrel of a loaded gun at your own eye so you can see if it is jammed.
- Thu May 24, 2018 2:30 pm
- Forum: General
- Topic: What do you think of 'Brackets' as an editor + How to use luacheck code linter
- Replies: 4
- Views: 6340
Re: What do you think of 'Brackets' as an editor + How to use luacheck code linter
This isn't going well for me. Brackets has a distinct lack of support for languages like Lua that use words as brackets such as 'if then end' and 'function end'. This means there is no proper support for code folding and also no support for a function list without going into making a plug-in for it....
- Mon May 21, 2018 10:28 am
- Forum: Support and Development
- Topic: love.graphics.setColor(nil, nil, nil, nil) [Solved]
- Replies: 2
- Views: 4206
Re: love.graphics.setColor(nil, nil, nil, nil)
Ah you might be right. I'm using an example from the wiki that I modified to print out to a custom log file. I just commented this out and the default error handler works fine! Thanks for that, I will check what is causing me the issue in my code. Turns out I had a typo in my error handler code, all...
- Mon May 21, 2018 10:05 am
- Forum: Support and Development
- Topic: love.graphics.setColor(nil, nil, nil, nil) [Solved]
- Replies: 2
- Views: 4206
love.graphics.setColor(nil, nil, nil, nil) [Solved]
love.graphics.setColor(nil, nil, nil, nil) will cause LOVE (v11.1) to exit with no error handler callback in my code.
Anyone know why this might not propagate an error correctly?
Cheers, as always.
Anyone know why this might not propagate an error correctly?
Cheers, as always.
- Sun May 20, 2018 9:27 am
- Forum: General
- Topic: What do you think of 'Brackets' as an editor + How to use luacheck code linter
- Replies: 4
- Views: 6340
Re: What do you think of 'Brackets' as an editor?
I'm going to check how to create a run command today, and also possibly how to use the git integration; will report back soon. OK running a love project is easy File -> Extension Manager -> Search for "Run LÖVE" and install it. Restart the editor and you can use ctrl-shift-l or click the e...