Doh, the lua indexing got me again. Thanks a bunch !Nixola wrote:love.joystick.getNumAxes(1)
Search found 7 matches
- Sat Sep 15, 2012 5:56 pm
- Forum: Support and Development
- Topic: Xbox360 controller dpad and/or analog sticks
- Replies: 2
- Views: 1716
Re: Xbox360 controller dpad and/or analog sticks
- Sat Sep 15, 2012 5:28 pm
- Forum: Support and Development
- Topic: Xbox360 controller dpad and/or analog sticks
- Replies: 2
- Views: 1716
Xbox360 controller dpad and/or analog sticks
Hello, I'm currently working on a game for the adventuretime gamejam and am in quite a hurry to get the xbox 360 controller working. All the buttons seems to be working fine, but I don't know how to get input from the dpad and/or analog sticks. I've read that the triggers won't work properly if you'...
- Sat Sep 15, 2012 5:18 pm
- Forum: Support and Development
- Topic: Xinput for Love (Real Xbox controller support) BETA
- Replies: 41
- Views: 25032
Re: Xinput for Love (Real Xbox controller support) BETA
I've tried the updated love.exe, but that throws an error:
trying to include the .dll throws the following error:The application was unable to start correctly (0xc00007b)
I'm using windows 7 64biterror loading module XInputLua.dll from file '.\XinputLua.dll' %1 is not a valid win32 application
- Fri Sep 14, 2012 4:37 pm
- Forum: Support and Development
- Topic: How to Protect a Resulting .Exe?
- Replies: 32
- Views: 15272
Re: How to Protect a Resulting .Exe?
I've seen some love games submitted to steam greenlight, did you try some sort of protection?
I wouldn't really feel comfortable with all my source code and assets exposed to such a large base of users.
I wouldn't really feel comfortable with all my source code and assets exposed to such a large base of users.
- Tue Sep 11, 2012 11:21 pm
- Forum: Support and Development
- Topic: Most efficient way to draw a tilegrid(spritebatch vs canvas)
- Replies: 10
- Views: 5997
Re: Most efficient way to draw a tilegrid(spritebatch vs can
It just feels "wrong" to redraw something every frame while it only changes once in a while. But yeah, I'm using the camera bounds to determine the start en end tiles to draw in the loop. ) When I arrived where I also thought how strange the love.update/draw concept (and other constant up...
- Tue Sep 11, 2012 2:11 pm
- Forum: Support and Development
- Topic: Most efficient way to draw a tilegrid(spritebatch vs canvas)
- Replies: 10
- Views: 5997
Re: Most efficient way to draw a tilegrid(spritebatch vs can
Yes, you're not saving any effort if you're re-adding tile every single draw step. SpriteBatches (and Canvases) are way more effective if you have static data and thus don't redraw (to them) often . I'd also like to explain why putting your spritebatch on a canvas doesn't help, because you're still...
- Tue Sep 11, 2012 2:49 am
- Forum: Support and Development
- Topic: Most efficient way to draw a tilegrid(spritebatch vs canvas)
- Replies: 10
- Views: 5997
Most efficient way to draw a tilegrid(spritebatch vs canvas)
Hello, After hearing about love2d a while ago I decided to give it a go, and I am absolutely in love! Anyway, I'm writing a basic tilebased platform engine, and have been experimenting what could be the best method to draw a tilegrid. I have 3 options all with 30x15 tiles on screen. I haven' t tried...