Search found 102 matches
- 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 ...
- 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.
- 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?
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?bartbes wrote:I am not sure why they are exposed at all, though it might be for displaying it to the user...
- 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?
Or are these functions for use with Lua's standard IO library?
- 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?
Setting the mode directly like Robin suggested works perfectly as I said, so what is toggleFullscreen doing differently exactly?
- 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.
I assume love.graphics.toggleFullscreen() switches in and out of fullscreen mode properly for most other people then?
I assume love.graphics.toggleFullscreen() switches in and out of fullscreen mode properly for most other people then?
- 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...
- 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?
- 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?
- 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...