Search found 15 matches
- Sun Jun 18, 2017 9:02 pm
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 255094
Re: ImGui LÖVE module
Hello guys. I will speak from my heart with google translate(c) How to change the default font? here's what I found: Load .TTF file with: ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); But it does not help me. :emo: It's still not possible for now...
- Sat May 14, 2016 7:34 pm
- Forum: General
- Topic: Ok maybe i'm stupid
- Replies: 9
- Views: 10395
Re: Ok maybe i'm stupid
One reason to split update from draw: when you drag a window around, some operating systems will force it to redraw more frequently than it otherwise would. If the game can't redraw on demand, the window will flicker or turn black while it moves. I don't think Love2D does this by default, but you co...
- Fri Jul 31, 2015 5:02 pm
- Forum: Games and Creations
- Topic: Sagittarius
- Replies: 8
- Views: 7847
Re: Sagittarius
Excellent game! I had been looking forward to it after seeing all those teaser gifs.
- Fri Jul 31, 2015 4:29 pm
- Forum: Libraries and Tools
- Topic: Love2D clicker game?
- Replies: 2
- Views: 2880
Re: Love2D clicker game?
I'd play it.
Have you played Oiligarchy?eqnox wrote:But one things all these games seem to fall short of is getting into political matters.
- Mon Jul 27, 2015 1:06 pm
- Forum: Support and Development
- Topic: SpriteBatches
- Replies: 1
- Views: 2000
Re: SpriteBatches
Yes, a primary advantage is sending the tileset texture to the graphics card less often. However, the other major benefit is doing the same for the actual sprites! A common use case for a SpriteBatch is for a tile-based background, in which case the SpriteBatch is only modified once - when it's crea...
- Mon Jul 27, 2015 7:34 am
- Forum: Libraries and Tools
- Topic: A simple menu lib!
- Replies: 3
- Views: 9852
Re: A simple menu lib!
Glad I could help!Doctory wrote:this is really old but it works and i love it
I might post a new version pretty soon - I reincarnated this little library for a new project I'm working on.
- Fri Jul 24, 2015 2:25 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 440886
Re: "Questions that don't deserve their own thread" thread
I have another set of questions, about lua-enet , how can I make players control their character with lua-enet? like: host created player 1 joins player 2 joins ... Then each player can control 1 unit/character, like player 1 can control unit1, player 2 controls unit2 etc. will peer:connect_id() su...
- Fri Jul 24, 2015 9:05 am
- Forum: General
- Topic: Image font sharing thread
- Replies: 12
- Views: 11958
Re: Image font sharing thread
Here's a tiny one I made: https://www.dropbox.com/s/yl45z4wnipmxpc0/outlinefont.png?dl=1 Glyphs: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~" I also have a few more that I made that aren't in Love2D format yet, but I can conve...
- Tue May 29, 2012 10:39 pm
- Forum: Support and Development
- Topic: Pixel-art scaling
- Replies: 5
- Views: 5868
Pixel-art scaling
I got my pixel-art game to scale cleanly to higher resolutions, but I was wondering: has anyone implemented scaling algorithms like scale2x, 2xsai, or hq2x in Löve?
- Sun May 20, 2012 4:19 pm
- Forum: Libraries and Tools
- Topic: TLfres - resolution freedom
- Replies: 36
- Views: 60479
Re: TLfres - resolution freedom
TLfres does not appear to work at all when the actual screen's aspect is wider than that of the virtual screen. Is it assuming that all games should be widescreen, or am I missing something? (My game's virtual screen is 320x240; right now I'm just displaying it at 2x in a window but I'd like to allo...