Search found 7 matches
- Tue Feb 18, 2014 9:33 pm
- Forum: LÖVE-Android
- Topic: love-android-sdl2 (native, 0.9.2)
- Replies: 324
- Views: 521083
Re: love-android-sdl2 (native, 0.9.0)
I have created a small bash script that zips a game as a love package, sends it to the device, and starts the app with that file (which has been made possible quite recently, thanks for that!). You can download it here: https://gist.github.com/opatut/9080543 wget -O love-android-package https://gist...
- Sun Aug 26, 2012 4:54 pm
- Forum: Support and Development
- Topic: Absolute file paths
- Replies: 4
- Views: 3057
Re: Absolute file paths
I even tried copying the metatable from a love.File to my file userdata - but well, that is not allowed from Lua: http://lua-users.org/lists/lua-l/2004-06/msg00647.html I will try to solve it by copying the file to my ~/.local/share/love/ directory via io, then loading it via PhysFS... hope that wor...
- Sun Aug 26, 2012 4:44 pm
- Forum: Support and Development
- Topic: Absolute file paths
- Replies: 4
- Views: 3057
Re: Absolute file paths
Thanks. Problem is, who do I get that FileData through the Decoder and SoundData into the SoundSource? The Decoder won't accept userdata, only filenames or Löve files. And love's FileData is not a 'File' object. I thought I could do this: io.open -> love.FileData -> love.File -> love.audio.Decoder -...
- Sun Aug 26, 2012 12:36 pm
- Forum: Support and Development
- Topic: Absolute file paths
- Replies: 4
- Views: 3057
Absolute file paths
Hey guys, I am making a framework where people can build custom audio visualizers in Löve. I want them to be able to load up their own audio file, i.e. run love visualove.love /path/to/audio/file.mp3 and have it played. It seems like love.filesystem does not support absolute paths, neither did I fin...
- Mon Feb 20, 2012 9:10 pm
- Forum: Support and Development
- Topic: [SOLVED] Physics mixed with "stupid" movement
- Replies: 4
- Views: 3047
Re: Physics mixed with "stupid" movement
Thanks. It did the trick
- Mon Feb 20, 2012 3:46 pm
- Forum: Support and Development
- Topic: [SOLVED] Physics mixed with "stupid" movement
- Replies: 4
- Views: 3047
Re: Physics mixed with "stupid" movement
Oh my god, thank you. I completely forgot that I could do the collision detection stuff with the old-style AABBs (which all my entites provide anyway) instead of using the love.physics Contact object... This is probably far easier to understand and implement than using Normals, Velocities and stuff....
- Mon Feb 20, 2012 2:55 pm
- Forum: Support and Development
- Topic: [SOLVED] Physics mixed with "stupid" movement
- Replies: 4
- Views: 3047
[SOLVED] Physics mixed with "stupid" movement
So I am making a physics puzzle game where there are some tiny characters that move around. The plan is to make them move at a specific speed on the ground (say 10px/s) and react to collisions with walls and other objects. And I want them to change the direction (left <-> right) when they hit a wall...