Search found 375 matches
- Thu Oct 20, 2011 7:45 am
- Forum: General
- Topic: Huge success
- Replies: 6
- Views: 3050
Re: Huge success
Very cool. I see the background changes to reflect the values of the sliders - how challenging would it be to color the sliders themselves to reflect what color things would be if you moved them? Akin to this.
- Sun Oct 16, 2011 10:58 pm
- Forum: Games and Creations
- Topic: Qbic: The adventure begin [FROZEN]
- Replies: 10
- Views: 6542
Re: Qbic: The adventure begin
LÖVE 0.8.0 will make one-way platforms a possibility.tentus wrote:I was able to put together a working system in Kurosuke with Box2D without as much difficulty as everyone seems convinced of, but it does mean I can't do one-way platforms.
- Sun Oct 16, 2011 10:46 pm
- Forum: Support and Development
- Topic: Rendering bug with .ttf font.
- Replies: 4
- Views: 3251
Re: Rendering bug with .ttf font.
I'm afraid there's nothing we can really do on the LÖVE end of things. It appears to be a glitch either in the font or with FreeType's rendering - the advance is indeed reported as 0. LÖVE is just doing what it's told to by FreeType. This isn't the only time this issue has appeared - cf https://netb...
- Sun Oct 16, 2011 8:11 am
- Forum: Support and Development
- Topic: 64 bit Love for windows?
- Replies: 7
- Views: 4203
Re: 64 bit Love for windows?
It will once 0.8.0 is released.T-Bone wrote:Note that OSX doesn't have a 64-bit version either.
- Thu Oct 13, 2011 11:33 pm
- Forum: Support and Development
- Topic: Inside out shape
- Replies: 7
- Views: 4015
Re: Inside out shape
In LÖVE 0.8.0, you'll have access to Box2D 2.2.1, which adds ChainShape, which might well be what you're looking for - a series of EdgeShapes. Create a looped ChainShape in a circle (or something approximating it), then have smaller CircleShapes inside. ChainShapes handle collision on both sides, so...
- Tue Oct 11, 2011 6:11 am
- Forum: Support and Development
- Topic: graphics.scale not working as expected
- Replies: 2
- Views: 2464
Re: graphics.scale not working as expected
If you want the pixelly look, you'll need to set the filter mode of your images to nearest-neighbor interpolation, which will make things pixelly and aliased-looking.
- Mon Oct 10, 2011 7:21 am
- Forum: Games and Creations
- Topic: Ninja vs. Samurai
- Replies: 39
- Views: 41122
Re: Ninja vs. Samurai
Holy shit, it's mike.
Also, this is pretty sweet.
Also, this is pretty sweet.
- Fri Sep 30, 2011 1:29 pm
- Forum: Support and Development
- Topic: How to View print()-ed stuff.
- Replies: 11
- Views: 6677
Re: How to View print()-ed stuff.
open's not going to help you here. What you want is to call the love executable directly. There's two ways of doing this: 1) Refer to it every time. You'll need to know where you installed LÖVE for this - for instance, if you put love.app in /Applications, the command would be "/Applications/lo...
- Wed Sep 28, 2011 2:22 am
- Forum: General
- Topic: Future for PowerPC Linux?
- Replies: 8
- Views: 5775
Re: Future for PowerPC Linux?
Dropping support for PPC Macs is more Apple than anything else - the most recent version of their tools doesn't support compiling for PPC, and Apple have established pretty clearly that Intel-only is the way forward, so 0.8.0 will not have an official PPC version. However, there's nothing in the cod...
- Sat Sep 24, 2011 3:53 am
- Forum: Support and Development
- Topic: Upcoming Physics changes
- Replies: 13
- Views: 5020
Re: Upcoming Physics changes
I finally finished the bulk of the updating today - the rest will just be finding bugs and the like. Basically, everything you know is wrong - Shapes now need Fixtures to attach to Bodies, Worlds have no explicit size, there are new kinds of shapes, new kinds of joints, new methods, new collision ca...