Search found 3444 matches
- 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.
- 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...
- 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.
- 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.
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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.