Search found 121 matches

by MrFariator
Wed Jan 15, 2020 2:21 am
Forum: Support and Development
Topic: Team Development?
Replies: 2
Views: 164

Re: Team Development?

What you are probably looking for is version control as LÖVE, among many other engines and frameworks, do not provide (or most probably don't need) such tooling built-in. Git is a popular tool to accomplish the task, and you can get free hosting on Github , Bitbucket , Gitlab or some other places.
by MrFariator
Tue Jan 07, 2020 3:03 am
Forum: Support and Development
Topic: Execution speed varies wildly (47x) between (but not during) runs
Replies: 15
Views: 748

Re: Execution speed varies wildly (47x) between (but not during) runs

In relation to pgimeno's post, and what slime suggested, it might be worth trying to increase the optimization parameters. I remember someone doing an emulator or something that sort, and having this little passage helped with reducing luajit traces (increase values as necessary, if it helps): if pc...
by MrFariator
Fri Dec 27, 2019 3:58 am
Forum: General
Topic: Looking for a codebase to study
Replies: 10
Views: 1220

Re: Looking for a codebase to study

Forum user D0NM has Zabuyaki's code available on github . In addition, there are several games on steam made with LÖVE , and if you purchase those games you could technically just change the .exe file extension to .zip, and take a look inside the contents. Not guaranteed to work with 11.x, but in fa...
by MrFariator
Sun Dec 08, 2019 9:16 pm
Forum: Support and Development
Topic: Are sprite batches the solution to my low FPS?
Replies: 3
Views: 1308

Re: Are sprite batches the solution to my low FPS?

What do you do to draw the player's shadow, and how does this incur more draw calls? How is an individual tile drawn, let alone how does the game step through drawing the map? Also because you do not make a mention of it, are you making sure to draw only the stuff that's visible on the screen at any...
by MrFariator
Sat Nov 23, 2019 1:55 am
Forum: Support and Development
Topic: How do objects in the game work properly with the time that the game runs?
Replies: 5
Views: 687

Re: How do objects in the game work properly with the time that the game runs?

The jumping issue has to do with how lag will affect how often love.update gets called. You either need to rework your jumping code to work with varying delta times (the 'dt' parameter love.update receives), or you can fix your timestep . I personally do the latter, using rxi's tick library. For the...
by MrFariator
Sat Nov 02, 2019 7:16 pm
Forum: General
Topic: LÖVE 11.3 released!
Replies: 35
Views: 43673

Re: LÖVE 11.3 released!

That's a lövely series of updates and fixes. I particularly like FLAC support and love.window.get/setVsync, good stuff.
by MrFariator
Mon Oct 21, 2019 3:40 pm
Forum: General
Topic: How much objects can Love2d display at one time?
Replies: 4
Views: 2454

Re: How much objects can Love2d display at one time?

To add to Luke's post, it is worth noting that in the last few releases of LÖVE draw calls get automatically batched (since 11.0). So if you are drawing multiple quads from the same source image one after another, without modifying the love.graphics state (eq. setting a canvas, shader, color, etc), ...
by MrFariator
Sun Oct 06, 2019 11:25 am
Forum: Support and Development
Topic: [SOLVED] How to get the string length?
Replies: 5
Views: 1656

Re: How to get the string length?

Any of these methods work.

Code: Select all

-- all print 4
local str = "asdf"
print(#str)
print(string.len(str))
print(str:len())
This page lists the available string methods.
by MrFariator
Sun Oct 06, 2019 11:12 am
Forum: Support and Development
Topic: [SOLVED] How to make a linebreak?
Replies: 6
Views: 1715

Re: How to make a linebreak?

local myText = [[this is where my text goes and it will handle linebreaks]] function love.draw () love.graphics.print(myText, 10, 10) end One thing to keep in mind is that all contents between [[]] will be caught, so it will also take the indentation into account if present. Example: function love....
by MrFariator
Fri Sep 27, 2019 5:51 pm
Forum: Support and Development
Topic: Jerking in move
Replies: 2
Views: 1220

Re: Jerking in move

A couple of things are at play here. First, in your love.update you have the following: function love.update(dt) -- ... local dx,dy = Player.x - camera.x, Player.y - camera.y camera:move(dx/2, dy/2) Player:update(dt) end Here you are updating the camera before player moves. What this effectively doe...