Search found 612 matches
- Sun Mar 17, 2024 11:00 am
- Forum: General
- Topic: sh + love bundled in one file - is this intended behaviour?
- Replies: 19
- Views: 2312
Re: sh + love bundled in one file - is this intended behaviour?
Well the guy quoted the debian packaging guide and they instruct to use the global install. With only one Löve game in there thats a bad example tho. And if you look for other games in the debian repo, they are mostly split into several parts. With some containing only resources and no exectutables ...
- Thu Mar 14, 2024 11:15 pm
- Forum: General
- Topic: sh + love bundled in one file - is this intended behaviour?
- Replies: 19
- Views: 2312
Re: sh + love bundled in one file - is this intended behaviour?
I just tried and yes it doesnt.
Shit, good comment.
I was actually relying heavily on 7z in my folder structure to deal with tons of symlinks.
Havnt had limitations on my radar.
Shit, good comment.
I was actually relying heavily on 7z in my folder structure to deal with tons of symlinks.
Havnt had limitations on my radar.
- Thu Mar 14, 2024 2:56 pm
- Forum: General
- Topic: sh + love bundled in one file - is this intended behaviour?
- Replies: 19
- Views: 2312
Re: sh + love bundled in one file - is this intended behaviour?
Yes it runs xdg-open which in return runs love %f. I think you fundamentally misunderstood things here. .love is just a zip. Löve just calles unzip on everything you throw onto it. It discards anything before the actual zip header, that way you can still double click fused images, or rather you coul...
- Thu Mar 14, 2024 2:44 am
- Forum: General
- Topic: sh + love bundled in one file - is this intended behaviour?
- Replies: 19
- Views: 2312
Re: sh + love bundled in one file - is this intended behaviour?
Is your linux broken? .love files can just be clicked on.
Your solution basically just ads extra unnecessary steps.
I mean you could also stuff the rest of löve in that sh too but that is just a weird form of an appimage.
Your solution basically just ads extra unnecessary steps.
I mean you could also stuff the rest of löve in that sh too but that is just a weird form of an appimage.
Re: help cleaning up my code
Start by using [code][/code] in this forum.
Then, why are you creating functions that only contain 1-3 lines of code?
There is no point adding extra lines just for the sake of splattering functionality all over the place.
Then, why are you creating functions that only contain 1-3 lines of code?
There is no point adding extra lines just for the sake of splattering functionality all over the place.
- Mon Mar 04, 2024 7:08 pm
- Forum: Support and Development
- Topic: Unusual crashing within the first few seconds of the game with no error message.
- Replies: 7
- Views: 935
Re: Unusual crashing within the first few seconds of the game with no error message.
There seems to be no way to reproduce that problem for me.
How often does it actually happen?
How often does it actually happen?
- Wed Feb 28, 2024 11:24 pm
- Forum: Libraries and Tools
- Topic: Simple lightweight variable change detector
- Replies: 1
- Views: 956
Re: Simple lightweight variable change detector
There is nothing simple nor lightweight about this. Inserting and removing in a table like that is the very thing you try to avoid with such checks. Because that is really adding cpu usage. Here is a lighter version that works without. do local switch function detectChange(v) if switch==v then retur...
- Mon Feb 19, 2024 6:49 pm
- Forum: General
- Topic: I can't get rid of the blurred text
- Replies: 9
- Views: 1372
Re: I can't get rid of the blurred text
Sharp here
check https://love2d.org/wiki/love.window.getDPIScale
Might be a dpi setting?check https://love2d.org/wiki/love.window.getDPIScale
- Mon Feb 19, 2024 12:15 pm
- Forum: Support and Development
- Topic: Trying to figure out collision with tiles in platformer game
- Replies: 11
- Views: 2195
Re: Trying to figure out collision with tiles in platformer game
If these are all quadratic blocks you can indeed Just check if your next physics step would be inside any of them. This is just a simple range check after all. But this will really struggle once you do have huge maps or many objects to jump on. You can do a few clever precheck filters that throw out...
- Mon Feb 19, 2024 12:02 pm
- Forum: Support and Development
- Topic: Trying to figure out collision with tiles in platformer game
- Replies: 11
- Views: 2195
Re: Trying to figure out collision with tiles in platformer game
That is not a tile format. You are NOT doing tiles. Tiles use a grid, you are defining positions on the other hand. Free positioning needs a physics lib. This is a tile map: Map={ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,}, {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0...