Search found 509 matches
- Sat Mar 09, 2024 6:04 pm
- Forum: Support and Development
- Topic: Method doesn't see self variable when called by other method (hump.class)
- Replies: 8
- Views: 853
Re: Method doesn't see self variable when called by other method (hump.class)
Classic is perfectly fine to use. If you want a list of other libraries, you can find a list here (under "OO", object orientation). Each library has their pros and cons, so essentially pick the one you like.
- Thu Mar 07, 2024 5:27 am
- Forum: Support and Development
- Topic: A tool like Aseprite but for hd sprites?
- Replies: 2
- Views: 720
Re: A tool like Aseprite but for hd sprites?
I believe for any "HD" visuals it's more common place for the art to be done with programs like Photoshop. If you're looking for a cheaper alternative with animation support, Krita might get the job done.
- Wed Feb 14, 2024 4:52 am
- Forum: Support and Development
- Topic: Question about casting rays (bump.lua)
- Replies: 4
- Views: 719
Re: Question about casting rays (bump.lua)
Again, depends on how you want the lasers to work. As in, are they fixed lasers that are always enabled (like a level hazard with fixed positioning), or are they a type where they become longer over time, until they hit a wall or an object (eg. a laser turret that goes on and off on a timer or a but...
- Mon Feb 12, 2024 1:39 pm
- Forum: Support and Development
- Topic: Question about casting rays (bump.lua)
- Replies: 4
- Views: 719
Re: Question about casting rays (bump.lua)
Depends on how you want your laser to behave. If you want your laser to move, and it will be an axis-aligned bounding box, then you can just create a thin rectangle that either moves on the x or y axis. The only problem may be handling how to handle collisions, or the laser "shrinking" aft...
- Sat Dec 30, 2023 10:50 pm
- Forum: Ports
- Topic: Probability of official Nintendo Switch port?
- Replies: 6
- Views: 9161
Re: Probability of official Nintendo Switch port?
Keep in mind that even if you have a game that you'd like to port to Switch (or other consoles), the people who have existing ports do not necessarily offer those ports for free. Some of them are running a business of porting love2d games to Switch (offering to port and publish games for a revenue s...
- Sun Dec 17, 2023 1:02 pm
- Forum: Support and Development
- Topic: Black screen
- Replies: 11
- Views: 37322
Re: Black screen
If reinstalling your OS solved the issue, it might have been that your GPU's drivers were at fault. AMD driver 22.7.1 for example is known to cause love2d to output purely black visuals.
- Sat Dec 16, 2023 7:39 am
- Forum: Support and Development
- Topic: [REQUESTING HELP] Optimization issues
- Replies: 5
- Views: 15121
Re: [REQUESTING HELP] Optimization issues
I've found jprof to be a good tool for measuring code performance and memory consumption.
- Tue Dec 12, 2023 8:08 pm
- Forum: Support and Development
- Topic: Question about the license.txt file
- Replies: 2
- Views: 10305
Re: Question about the license.txt file
Yeah, you should include the license.txt that comes with love2d with your distribution. For clarity to end-users, you could indeed rename it to license_love2d.txt, and put your own game's license (eg. any licensing involving your game assets) in its own file. You could even consider making a third f...
- Sun Dec 10, 2023 12:20 am
- Forum: Support and Development
- Topic: LÖVE 11.5 — is Windows 7 no longer supported?
- Replies: 5
- Views: 9925
Re: LÖVE 11.5 — is Windows 7 no longer supported?
While it sucks that some older versions of Windows have been dropped from support (not due to any fault on LÖVE itself, of course, just PhysFS), it's also perhaps worth noting that Steam itself is dropping support for Win7, starting on January 1st 2024 . According to Steam's hardware & software ...
- Sat Dec 09, 2023 11:48 am
- Forum: Support and Development
- Topic: [SOLVED]One variable references two different objects simultaneously
- Replies: 6
- Views: 3750
Re: One variable references two different objects simultaneously
Well, when you launch the project, manager.open is run once in scene.lua. This is presumably the place that you are having your issues in. I added the following modifications to check what each value was: function manager.open(n) if not scene[n] then manager.load(n) end list:setBack(scene[n]) -- in ...