Search found 98 matches

by keharriso
Thu Dec 15, 2016 6:59 pm
Forum: General
Topic: How should I do to release game in linux?
Replies: 9
Views: 7246

Re: How should I do to release game in linux?

Steam uses a custom runtime: steam-runtime.
Here is a guide I found to bundle the Steam runtime with your app:
http://jorgen.tjer.no/post/2014/05/28/s ... out-steam/
by keharriso
Mon Nov 28, 2016 2:16 am
Forum: Libraries and Tools
Topic: LÖVE-Nuklear - a lightweight immediate mode GUI
Replies: 65
Views: 131771

Re: LÖVE-Nuklear - a lightweight immediate mode GUI

Sorry for the OS X trouble. I don't have a Mac, so I can't compile and test Mac releases. If anyone has any suggestions to make the CMake script work better for Mac, feel free to open an issue or pull request.
by keharriso
Tue Nov 15, 2016 6:04 pm
Forum: Libraries and Tools
Topic: LÖVE-Nuklear - a lightweight immediate mode GUI
Replies: 65
Views: 131771

LÖVE-Nuklear - a lightweight immediate mode GUI

I just finished creating a LÖVE binding for the Nuklear GUI library. The library is very low profile and customizable. It follows the "immediate mode" paradigm and comes with a good number of fully stylable widgets . Check it out if you are interested in this sort of thing: https://github....
by keharriso
Sun Jul 05, 2015 12:17 am
Forum: Support and Development
Topic: Mount a folder/zipfile from source directory
Replies: 2
Views: 1309

Re: Mount a folder/zipfile from source directory

Ah, thanks, that sounds like what I'll do -- just copy the plugins to the save directory and mount from there.
by keharriso
Sat Jul 04, 2015 10:45 pm
Forum: Support and Development
Topic: Mount a folder/zipfile from source directory
Replies: 2
Views: 1309

Mount a folder/zipfile from source directory

Hello, all. I was wondering if there is a way to use love.filesystem.mount on folders/zipfiles inside the source directory. This would make my module/plugin system possible without having to edit the LÖVE internals. Also, if this is impossible, is there a reason other than "it's not implemented...
by keharriso
Sun Dec 16, 2012 7:09 pm
Forum: Support and Development
Topic: Help with a GUI Library of sorts
Replies: 5
Views: 2633

Re: Help With My First Game's Menu

I can help you fix your code, but I don't know about any button libraries. Starting with main.lua, you need to provide a love.mousepressed function. It should look something like this: function love.mousepressed(x, y, button) if gamestate == "menu" then if button == "l" then butt...
by keharriso
Fri Nov 23, 2012 11:00 pm
Forum: Support and Development
Topic: Removing Specific Subtables?
Replies: 14
Views: 10568

Re: Removing Specific Subtables?

If you mean to say that enemy.ID is set to some value, then all you have to do is:

Code: Select all

enemy.ID = nil
Just set a field to nil to get rid of it!

If this isn't what you meant, it'd be useful to get a more specific description. Show the code where you create and add the subtable.
by keharriso
Tue Nov 20, 2012 9:23 pm
Forum: Support and Development
Topic: Plugins in LOVE
Replies: 0
Views: 5743

Plugins in LOVE

Hi. :) I'm toying with a simple plugin system using ZIP files as plugins. Here's how it works: Game assets are stored in ZIP files and put in a designated plugin folder. At startup, the game reads the plugin load order from a configuration file. Each plugin in the load order is prepended to the PHYS...