Just want to mention that LöveFTW development for the Windows 10 UWP has officially begun SDL and OpenGL works so far! You can follow its development here if you're interested: https://github.com/ahrnbom/l-veftw
EDIT: Lua support is now there!
Search found 1459 matches
- Tue Mar 08, 2016 8:50 pm
- Forum: Ports
- Topic: LöveFTW - preview release
- Replies: 81
- Views: 200829
- Fri Mar 04, 2016 8:57 am
- Forum: General
- Topic: Characters design. Let's pick the best!
- Replies: 9
- Views: 4403
Re: Characters design. Let's pick the best!
When looking at the images closely, number two certainly looks more natural. But in the context of a game, where there's a lot going on and characters are typically quite small on screen, number three is better. The bigger face and hands lets you focus on the important parts, giving you a better ide...
- Thu Mar 03, 2016 6:38 am
- Forum: Support and Development
- Topic: Like a spritebatch for vectors?
- Replies: 4
- Views: 2814
Re: Like a spritebatch for vectors?
Maybe you could use meshes? I haven't been playing around much with those, so I'm not sure they'll solve your problem but they do let you preload shapes to the GPU which sounds like pretty much what you'd want to do.
- Wed Mar 02, 2016 11:57 am
- Forum: Support and Development
- Topic: new and confused : player.img:getWidth()
- Replies: 2
- Views: 1953
Re: new and confused : player.img:getWidth()
It looks like a typo. In the beginning of love.load, you store the image in "player.Img" (with a capital "I"), not "player.img". Lua is case-sensitive. Lua's error messages are formulated in a kind of technical way, that might be a bit difficult for beginners to underst...
- Wed Mar 02, 2016 8:54 am
- Forum: Support and Development
- Topic: Can threads use shaders?
- Replies: 8
- Views: 5696
Re: Can threads use shaders?
I can't test your game right now (my computer is currently disconnected from the internet) and I'm having a hard time understand exactly what you're trying to achieve... But the only way I know of to make images in the background is by manually setting pixel values to ImageData. That allows you to i...
- Tue Mar 01, 2016 5:47 pm
- Forum: Support and Development
- Topic: Can threads use shaders?
- Replies: 8
- Views: 5696
Re: Can threads use shaders?
love.graphics can only be used in the main thread (the [wiki]love.thread[/wiki] wiki page mentions this as well). "Using" a shader in a different thread wouldn't do much anyway, since shaders are actually bits of code that are run on your GPU, not your CPU. Well, my plan was to render a t...
- Fri Feb 26, 2016 3:00 pm
- Forum: General
- Topic: Grab color/pixel info from an Image?
- Replies: 2
- Views: 1771
Re: Grab color/pixel info from an Image?
And an ImageData object can be obtained from an Image via https://love2d.org/wiki/%28Image%29:getData, if you already have an Image object.
- Fri Feb 26, 2016 10:45 am
- Forum: General
- Topic: Cross Compatability between systems?
- Replies: 7
- Views: 6880
Re: Cross Compatability between systems?
I agree with zorg . By using a suitable transport representation of the date it shouldn't be an issue at all. By floating point number representations, i mean any kind, not just dates though :3 Like if one uses non-integer numbers as coordinates, they might ever-so-slightly differ. That's true, but...
- Thu Feb 25, 2016 8:37 pm
- Forum: General
- Topic: Cross Compatability between systems?
- Replies: 7
- Views: 6880
Re: Cross Compatability between systems?
I'd say it's pretty difficult in Löve to make network code that DOESN'T work across platforms. If you for some reason don't want cross-platform play, you have to deliberately prevent it.
Re: New Icons
Yeah, this is really nice!