Search found 612 matches

by BrotSagtMist
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 ...
by BrotSagtMist
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.
by BrotSagtMist
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...
by BrotSagtMist
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.
by BrotSagtMist
Wed Mar 06, 2024 8:19 pm
Forum: General
Topic: fixed
Replies: 4
Views: 860

Re: help cleaning up my code

Start by using [co​de][/co​de] in this forum. :x

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.
by BrotSagtMist
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?
by BrotSagtMist
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...
by BrotSagtMist
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
shot-2024-02-19_19-43-46.png
shot-2024-02-19_19-43-46.png (7.51 KiB) Viewed 1249 times
Might be a dpi setting?
check https://love2d.org/wiki/love.window.getDPIScale
by BrotSagtMist
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...
by BrotSagtMist
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...