Search found 118 matches

by ReFreezed
Fri Jul 03, 2020 12:17 pm
Forum: Support and Development
Topic: High-resolution fonts with love.graphics.scale
Replies: 7
Views: 196

Re: High-resolution fonts with love.graphics.scale

In my testing, these two commands don't make two fonts of the same size. I meant if you scale them in print() so they have the same size on the screen they will have about the same quality; the actual size used by LÖVE internally will be the same. (See FontDpiHackTest.love in the attached zip file,...
by ReFreezed
Thu Jul 02, 2020 8:46 pm
Forum: Support and Development
Topic: High-resolution fonts with love.graphics.scale
Replies: 7
Views: 196

Re: High-resolution fonts with love.graphics.scale

The DPI parameter doesn't solve anything in this situation - it just scales the font size on creation and messes up the font hinting when rendering. If you use a high DPI scaling on creation and use a small scale in print() you'll still have bad looking text just like before, and the inverse problem...
by ReFreezed
Thu Jul 02, 2020 3:07 pm
Forum: Support and Development
Topic: High-resolution fonts with love.graphics.scale
Replies: 7
Views: 196

Re: High-resolution fonts with love.graphics.scale

You're very close to the solution. Instead of always using the same sizes of the fonts during the whole time the game is running you can simply reload the fonts with more appropriate sizes as necessary using the resolution/scale as reference. (I.e. make the fonts a percentage of the window height in...
by ReFreezed
Wed Jul 01, 2020 7:29 am
Forum: General
Topic: Mouse input question
Replies: 2
Views: 96

Re: Mouse input question

You'll still need to use LÖVE's event handlers (i.e. love.mousepressed) to get the input, and then propagate the information to your objects. function love.load() block = RedBlocks(0, 0, 50, 50) end function love.update(dt) block:update(dt) end function love.mousepressed(x, y, button) block:mousepre...
by ReFreezed
Sun Jun 28, 2020 7:19 am
Forum: General
Topic: Create a desktop application with LÖVE : how to export files in a chose location ?
Replies: 9
Views: 624

Re: Create a desktop application with LÖVE : how to export files in a chose location ?

zorg wrote:
Sat Jun 27, 2020 6:14 pm
Might not work on Win7 :p
Seems to work for me on Windows 7. It doesn't look like the script is doing anything that shouldn't work on Windows Vista and later either.
by ReFreezed
Thu Jun 25, 2020 11:39 pm
Forum: Support and Development
Topic: Help with Particle System
Replies: 2
Views: 88

Re: Help with Particle System

Images used by particle systems can be any size, and it's just a normal image you create in any image editing program. I'm not sure why you mention 8x8.
by ReFreezed
Wed Jun 24, 2020 2:10 am
Forum: Support and Development
Topic: [Solved] Errors regarding file io despite working with VS Code
Replies: 3
Views: 161

Re: Errors regarding file io despite working with VS Code

io.open() depends on the current working directory which is probably not what you want. You should be using the functions provided by love.filesystem.
by ReFreezed
Sun Jun 21, 2020 6:20 pm
Forum: Support and Development
Topic: Does love.graphics.line draw a triangle?
Replies: 1
Views: 238

Re: Does love.graphics.line draw a triangle?

I don't have experience with 3D graphics, but here are some observations after some testing... The gradient is from opaque white to transparent white - not to black. Doing color.a=1; in the fragment shader gets rid of the gradient and makes the whole triangle opaque white. Calling love.graphics.setL...
by ReFreezed
Sat Jun 20, 2020 8:05 pm
Forum: General
Topic: Create a desktop application with LÖVE : how to export files in a chose location ?
Replies: 9
Views: 624

Re: Create a desktop application with LÖVE : how to export files in a chose location ?

Note that io.open() is not made to take Unicode strings - at least not in Windows. I'd suggest looking at how the problem is solved in e.g. nativefs.