Search found 3444 matches

by zorg
Sat Jan 30, 2016 9:44 pm
Forum: Support and Development
Topic: A lua script that uses io.lines for reading a txt file does not work in löve
Replies: 5
Views: 3094

Re: A lua script that uses io.lines for reading a txt file does not work in löve

If i recall correctly, it also works if you have the game in a love, and you get the source base directory, that will be the directory that contains the love file.
by zorg
Fri Jan 29, 2016 6:00 pm
Forum: General
Topic: Making a game for multiple resolutions
Replies: 14
Views: 10566

Re: Making a game for multiple resolutions

About resolution I got it, but how can I make them fit in all screen sizes by programming? Depends on whether your game allows the visible area of the world being differently sized on different resolutions or not. If it's allowed, then you just show a bigger chunk of the world, no extra scaling and...
by zorg
Thu Jan 28, 2016 5:47 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 412128

Re: "Questions that don't deserve their own thread" thread

Disable os-wide shortcuts, or remap them if the os allows you that, or remap the pause key to p or something if it doesn't.
by zorg
Wed Jan 27, 2016 1:06 am
Forum: Support and Development
Topic: [Solved] objects twitching when moving / removing from table?
Replies: 6
Views: 2297

Re: objects twitching when moving / removing from table?

For me, they're constantly twitching, but that's an issue with my window manager.
Either try math.floor-ing the x and y coordinates of your squares in your love.draw, or try running it in fullscreen, whether the issue exists there as well, or not.
by zorg
Tue Jan 26, 2016 9:11 pm
Forum: Support and Development
Topic: [Solved]Looping song from end to middle?
Replies: 4
Views: 2962

Re: Looping song from end to middle?

Don't know about your android question, but for the other, here's some code as an example: local song local loopStart, loopEnd function love.load() -- mp3 files can't "wrap" precisely, due to how they work, so don't use them. song = love.audio.newSource("song.ogg") -- good for th...
by zorg
Tue Jan 26, 2016 1:47 pm
Forum: Support and Development
Topic: Source and SoundData
Replies: 5
Views: 1456

Re: Source and SoundData

You're welcome. :3 Technically, it's enough to modify the SoundData, and queue that up with the QSource, if using that; but it could be done faster of course, using pure FFI arrays. Also, OpenAL does have a built-in way to queue data constantly, though löve itself doesn't (expose it nor implements i...
by zorg
Tue Jan 26, 2016 9:43 am
Forum: Support and Development
Topic: Source and SoundData
Replies: 5
Views: 1456

Re: Source and SoundData

Unfortunately, even if you modify the SoundData object, it won't have any effect on an already playing source unless you load it into the Source again. But, i did experiment with realtime sound generation myself, and currently, lpghatguy's QueuableSource module would be something you should try in m...
by zorg
Sat Jan 23, 2016 8:59 pm
Forum: Support and Development
Topic: Common game translations
Replies: 93
Views: 63368

Re: Common game translations

Hey Ivan, First, nice work on this awesome little lib! (Though it won't deter me from trying to come up with something else still! : ) Second, i have a question; running your relative time test lua made me aware of a small-ish issue, namely that i used unnecessarily long phrasing in at least the &qu...
by zorg
Sat Jan 23, 2016 1:03 pm
Forum: Support and Development
Topic: Developing Multipayer Snake. Help!
Replies: 6
Views: 4701

Re: Developing Multipayer Snake. Help!

It's a tricky situation, since if when you're implementing the multiplayer, you decide on a way to communicate between clients, it may conflict with how you built the singleplayer parts up, leading to you needing to rewrite that to support multiplayer. I personally would think out how the communicat...
by zorg
Sat Jan 23, 2016 12:59 pm
Forum: Support and Development
Topic: Level Editor
Replies: 6
Views: 2241

Re: Level Editor

Well, since the game already has the images stored inside somewhere, either in one or more files (atlas or individual ones), if you do use multiple atlases, then i suppose you could also store a number at the start of the file, denoting which tileset to load.