Search found 102 matches

by VideroBoy
Sat Apr 24, 2010 6:25 pm
Forum: Libraries and Tools
Topic: Vidwars - Map Editor
Replies: 15
Views: 7538

Vidwars - Map Editor

Updated May 4 I am pleased to announce that my map editor is now fully functional. Now all that's left is to create a game that uses maps from this editor. Maps are saved to the 'maps' folder in Löve's save folder. You may also take screenshots with '`' (saved to the 'screenshots' folder in Löve's ...
by VideroBoy
Sat Apr 24, 2010 5:05 pm
Forum: Support and Development
Topic: Saving files to directories other than save directory?
Replies: 6
Views: 1123

Re: Saving files to directories other than save directory?

I suppose though that it'd be nice to have a little flexibility over where Löve can read and write. I implemented a screenshot key, but it might be a bit much to ask people to dig into their Application Data/Application Support folders to get their screenshots.
by VideroBoy
Fri Apr 23, 2010 6:24 pm
Forum: Support and Development
Topic: Saving files to directories other than save directory?
Replies: 6
Views: 1123

Re: Saving files to directories other than save directory?

bartbes wrote:I am not sure why they are exposed at all, though it might be for displaying it to the user...
Which I'd also find less useful. Why should the user be shown these paths if they aren't used for anything. Is it at least possible to read files in these directories?
by VideroBoy
Fri Apr 23, 2010 6:13 pm
Forum: Support and Development
Topic: Saving files to directories other than save directory?
Replies: 6
Views: 1123

Saving files to directories other than save directory?

I'm wondering since love.filesystem has functions like getUserDirectory and getWorkingDirectory, which I'd think would be redundant if love.filesystem is only able to write to a single anointed directory.

Or are these functions for use with Lua's standard IO library?
by VideroBoy
Wed Apr 21, 2010 7:41 pm
Forum: Support and Development
Topic: Switching between fullscreen and windowed mode
Replies: 11
Views: 4922

Re: Switching between fullscreen and windowed mode

I guess, if it helps, I'll mention I'm running Mac OS X 10.6.3 with an ATI Radeon HD 4850 graphics card.

Setting the mode directly like Robin suggested works perfectly as I said, so what is toggleFullscreen doing differently exactly?
by VideroBoy
Tue Apr 20, 2010 7:26 pm
Forum: Support and Development
Topic: Switching between fullscreen and windowed mode
Replies: 11
Views: 4922

Re: Switching between fullscreen and windowed mode

I didn't actually check the return value. I should probably do that sometime. :ehem:

I assume love.graphics.toggleFullscreen() switches in and out of fullscreen mode properly for most other people then?
by VideroBoy
Tue Apr 20, 2010 4:57 pm
Forum: Support and Development
Topic: Switching between fullscreen and windowed mode
Replies: 11
Views: 4922

Re: Switching between fullscreen and windowed mode

[quote="Robin"]but if it really doesn't you can always do it the hard-core way : --love.graphics.setMode( width, height, fullscreen, vsync, fsaa ) love.graphics.setMode(love.graphics.getWidth(), love.graphics.getHeight(), false ) This is how I ended up doing it. A bug report is in order, p...
by VideroBoy
Tue Apr 20, 2010 4:20 pm
Forum: Support and Development
Topic: Switching between fullscreen and windowed mode
Replies: 11
Views: 4922

Switching between fullscreen and windowed mode

Using love.graphics.toggleFullscreen() can get me from windowed to fullscreen mode, but not the other way around. When I'm in fullscreen, I'm stuck in fullscreen. Is it possible to make a fullscreen game switch back to windowed mode?
by VideroBoy
Thu Apr 15, 2010 11:50 pm
Forum: General
Topic: TextMate bundle, auto-complete and tooltips.
Replies: 26
Views: 15265

Re: TextMate bundle, auto-complete and tooltips.

I can't figure out how to download this. I click on the "LÖVE.tmbundle/" link in the source tree table, but I get a bad request error. Do I really have to use Git to get this? :brows: Also, the Löve app has to be in the same folder as your code for the Run and Build commands to work, right?
by VideroBoy
Fri Apr 02, 2010 4:15 pm
Forum: Support and Development
Topic: Window resolutions
Replies: 14
Views: 4713

Re: Window resolutions

Sorry, I misread it and thought you had sprites at 1900x1200. :shock: I'm not even sure a 1900x1200 sprite would be even usable. I intend to make my game windowed (maybe fullscreen toggle), so 800x600 will probably be my best bet. That's a 4:3 resolution. The closest 16:10 sizes would be 768x480 (t...