Search found 612 matches

by ReFreezed
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.
by ReFreezed
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...
by ReFreezed
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?
by ReFreezed
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...
by ReFreezed
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 ...
by ReFreezed
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! :)
by ReFreezed
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.
by ReFreezed
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...
by ReFreezed
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...
by ReFreezed
Fri Jul 08, 2022 8:10 pm
Forum: Support and Development
Topic: ...
Replies: 7
Views: 3309

Re: ...

A-lox wrote: Fri Jul 08, 2022 2:24 pm I am sorry but HOW DO YOU delete posts and topics plz tell me:(
You can't. Only moderators can do that.