Search found 20 matches
- Mon Nov 10, 2014 9:34 am
- Forum: General
- Topic: Noob help, can't run .lua file
- Replies: 10
- Views: 9271
Re: Noob help, can't run .lua file
the unzipping I believe is provided by physfs which in turn uses zlib. It does not rely on external utilities to handle archived files.
- Fri Nov 07, 2014 2:24 am
- Forum: General
- Topic: Noob help, can't run .lua file
- Replies: 10
- Views: 9271
Re: Noob help, can't run .lua file
make sure you have an entry point named "main.lua" which is inside a folder that is on the same level as the love executable.
So just rename your hello world.lua into main.lua
So just rename your hello world.lua into main.lua
- Tue Nov 04, 2014 5:27 am
- Forum: General
- Topic: Sprite Lamp with LÖVE?
- Replies: 2
- Views: 3408
Re: Sprite Lamp with LÖVE?
Well you can achieve what it does with shader, some understanding of normal mapping, and photoshop/gimp...
- Sun Nov 02, 2014 10:07 am
- Forum: Support and Development
- Topic: Loading a .lua file multiple times...
- Replies: 10
- Views: 8493
Re: Loading a .lua file multiple times...
er... simple solution: use dofile instead of require. require is designed to avoid loading the same file more than once. That being said, my feeling is that the entity itself should be responsible for keeping its states, instead of storing the state in the behavior script. But that's just my own opi...
- Tue Oct 28, 2014 2:07 am
- Forum: General
- Topic: Looking for native English speaker
- Replies: 5
- Views: 3733
Re: Looking for native English speaker
sounds nice and you might be interested in this http://love2d.org/forums/viewtopic.php?f=4&t=78754 At this moment I believe it's still based on ivan's own game, but I do think such a project makes sense and can have wide application. (But if yours is a story/text heavy game then that's certainly...
- Tue Oct 28, 2014 12:29 am
- Forum: General
- Topic: LOVE users map
- Replies: 182
- Views: 130525
Re: LOVE users map
Forgive me if it's kinda abrupt but... I honestly don't see your point in keeping asking such questions....jjmafiae wrote: so you kinda have that awesome indian stereo type accent ?
- Mon Oct 27, 2014 12:57 am
- Forum: General
- Topic: Linking/merging drawings
- Replies: 3
- Views: 3271
Re: Linking/merging drawings
Love doesn't have a built-in "shape batch" so to speak, but you can use Mesh to pack the vertices and draw them with one draw call... requires a little extra work though.
- Sun Oct 26, 2014 1:20 pm
- Forum: Support and Development
- Topic: How do you handle input?
- Replies: 3
- Views: 3882
Re: How do you handle input?
I'd second rmcode's approach; treat the ui elements as you would do with other game objects and let them be responsible for their own update/draw/collision detection etc. This should work for most game scenarios unless you have some real complicated ui scheme (I am not that into ui programming so fo...
- Sat Oct 25, 2014 12:11 pm
- Forum: General
- Topic: LOVE users map
- Replies: 182
- Views: 130525
Re: LOVE users map
Shanghai, China. Definitely not the best place for a programmer (and god bless I don't make a living doing that) because of the GFW... Good news is that love2d.org and github are not banned (though it gets rough with bitbucket sometimes), and I believe I've seen quite some discussion and interest in...
- Sat Oct 25, 2014 12:03 pm
- Forum: Support and Development
- Topic: Class structure using hardonCollider
- Replies: 3
- Views: 3641
Re: Class structure using hardonCollider
Because (iirc) you don't have objects, you have shapes. So in this case your entity would have a shape, not be one. yep, and the thing that gives me a little headache is that you will have to route the collision info back to the owner of the shape... so it's either implementing AABB and collision m...