Search found 612 matches
- Sun Jul 17, 2022 5:33 pm
- Forum: Support and Development
- Topic: Running Python helper scripts in bundled game
- Replies: 15
- Views: 5130
Re: Running Python helper scripts in bundled game
Ok, I see. Unfortunately I don't have any experience with Xcode at all so I can't help with that. My very ignorant question would be why you're using Xcode at all, but I'll assume you have reasons for that.
- Sun Jul 17, 2022 2:53 pm
- Forum: Support and Development
- Topic: Running Python helper scripts in bundled game
- Replies: 15
- Views: 5130
Re: Running Python helper scripts in bundled game
I'm not sure I explained things properly, or if I'm missing something here. If the Python stuff isn't inside the .love/zip file then you can just run Python from there with no file copying needed (see love.filesystem.getSourceBaseDirectory / love.filesystem.getSource ). This would certainly be the b...
- Sun Jul 17, 2022 3:22 am
- Forum: Support and Development
- Topic: Android - Low resolution pixel perfect rendering?
- Replies: 4
- Views: 2555
Re: Android - Low resolution pixel perfect rendering?
When you call push:setupScreen(), does setting the highdpi flag to false fix the issue?
- Sun Jul 17, 2022 2:45 am
- Forum: Support and Development
- Topic: Running Python helper scripts in bundled game
- Replies: 15
- Views: 5130
Re: Running Python helper scripts in bundled game
The only files that need to be in the .love file are main.lua and conf.lua. Literally everything else can be next to the .love file or in a subfolder - no copying needed. I don't really have any input on how the Python files should be executed, at least in macOS. I'd imagine you could put the Python...
- Sat Jul 16, 2022 11:45 pm
- Forum: Support and Development
- Topic: Running Python helper scripts in bundled game
- Replies: 15
- Views: 5130
Re: Running Python helper scripts in bundled game
It looks like converting the Python code to Lua/LÖVE (or vice versa) is pretty much out of the question - it would be the "best" option. But anyway, the solution should just be to have the Python scripts (and whatever files they themselves use) outside the .love file, or possibly copy the ...
- Sat Jul 16, 2022 11:12 pm
- Forum: Libraries and Tools
- Topic: Building a Free Library of Images for Everyone
- Replies: 245
- Views: 702787
Re: Building a Free Library of Images for Everyone
Here, have some more praise: Thanks for all the work you've done on these resources over the years!
- Fri Jul 15, 2022 10:33 am
- Forum: Games and Creations
- Topic: I made a .love file creator...
- Replies: 8
- Views: 4513
Re: I made a .love file creator...
You can also get rid of the renaming step by specifying .love instead of .zip on the first line.
- Wed Jul 13, 2022 1:55 am
- Forum: Support and Development
- Topic: applyLinearImpulse error on player.lua
- Replies: 6
- Views: 1974
Re: applyLinearImpulse error on player.lua
Hi! Welcome to the forums. There are several fundamental problems here. First of all... -- This... function Player:load() -- Means this... function Player.load(self) Because you use the colon syntax (instead of a dot) 'self' is a hidden first argument, which means it's a local variable in the functi...
- Fri Jul 08, 2022 8:47 pm
- Forum: Libraries and Tools
- Topic: LuaPreprocess - straightforward preprocessor with simple syntax
- Replies: 76
- Views: 164695
Re: LuaPreprocess - straightforward preprocessor with simple syntax
Update 1.21 Changes since 1.20 : Library: Added params.strictMacroArguments (which is enabled by default). Macro arguments are validated to be Lua expressions once again, unless strictMacroArguments is disabled. Added the metaprogram code as an argument to params.onBeforeMeta() . Added functions: c...
- Fri Jul 08, 2022 8:10 pm
- Forum: Support and Development
- Topic: ...
- Replies: 7
- Views: 3309