Search found 6382 matches
- Mon May 29, 2017 2:05 pm
- Forum: Support and Development
- Topic: How to save and reload a very large amount of data?
- Replies: 10
- Views: 16273
Re: How to save and reload a very large amount of data?
I'm looking into this, but I'm quite busy at the moment, so it might take a few days or longer before I get around to fixing this issue. There might be some inherent limitation we're running into, in which case I'll update the documentation.
- Thu Feb 09, 2017 10:15 am
- Forum: Support and Development
- Topic: How do you code game states?
- Replies: 11
- Views: 17801
Re: How do you code game states?
Also, instead of issplash == true you can just say issplash
- Tue Feb 07, 2017 6:33 pm
- Forum: General
- Topic: How do i wait until a certain condiction is given?
- Replies: 4
- Views: 9449
Re: How do i wait until a certain condiction is given?
Easy way: That will do something after 10 frames, and then once every frame. To make it go after 10 seconds, add dt instead of 1. To stop it from activating every frame after that, have a boolean flag that stops that from happening: timeWaited = 0 timeToWait = 10 timerActive = true function love.up...
- Tue Feb 07, 2017 6:09 pm
- Forum: Libraries and Tools
- Topic: bitser: faster, harder, better serialization with LuaJIT
- Replies: 16
- Views: 25041
Re: bitser: faster, harder, better serialization with LuaJIT
For static ImageData, you would use register(), yes.
If you're, say, writing a paint clone, or anything else where ImageData are created and manipulated at runtime, you would need to massage the data manually.
If you're, say, writing a paint clone, or anything else where ImageData are created and manipulated at runtime, you would need to massage the data manually.
- Sun Jan 29, 2017 10:25 pm
- Forum: Support and Development
- Topic: Sending nested tables over channels
- Replies: 16
- Views: 17719
Re: Sending nested tables over channels
If I may do some shameless self-promotion, you can use bitser to send data over channels. Bitser is both flexible and really fast.
- Tue Jan 10, 2017 1:19 pm
- Forum: General
- Topic: Source code license?
- Replies: 13
- Views: 18559
Re: Source code license?
I mean, you can, but suing is an expensive and time-consuming process. And even if you win, which isn't guaranteed, you still might not get much out of it. Plus if they're not in the same country as you, I don't even know if that would work.xNick1 wrote:Can't you sue them if they copied your whole product?
- Sun Jan 08, 2017 6:16 pm
- Forum: General
- Topic: Source code license?
- Replies: 13
- Views: 18559
Re: Source code license?
This might be a bit blunt (sorry for that) but: 1. That probably won't happen. 2. You can't really do anything about it anyway. Anyone who makes a thing and puts it out in the world risks something like that, and the only thing you can do to is never release anything, which isn't a great alternative...
- Tue Dec 27, 2016 10:16 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 453332
Re: "Questions that don't deserve their own thread" thread
Also, don't call love.math.setRandomSeed, it only needs to happen once and LÖVE already does it for you. You only need to set the seed if you want to do something like minecraft, where you can enter the seed to get a specific world.
- Sun Dec 25, 2016 10:12 pm
- Forum: General
- Topic: Merry Christmas and Happy Holidays 2016/2017!
- Replies: 12
- Views: 15801
- Sat Dec 24, 2016 2:35 pm
- Forum: Libraries and Tools
- Topic: 1K Terminal challenge
- Replies: 29
- Views: 27051
Re: 1K Terminal challange
Modified airstruck's solution to not break the "-do not use [...] love's default embedded font" rule. local buffer = '' function love.textinput (text) buffer = buffer .. text end function love.keypressed (key) if key == 'backspace' then buffer = buffer:gsub('.$', '') elseif key == 'return'...