Cool, thanks for that.
I had already tried out the optimize setting before, but yeah, doesn't fix the problem.
Is there a better way to add the transparency to images? I'm a bit new at that, and the index option seemed the easiest.
Search found 30 matches
- Sun Nov 23, 2008 5:28 pm
- Forum: Support and Development
- Topic: Transparency issues
- Replies: 8
- Views: 9438
- Sun Nov 23, 2008 5:28 am
- Forum: Support and Development
- Topic: Transparency issues
- Replies: 8
- Views: 9438
Transparency issues
Hello, all. I've been working on my latest game in none other than the wonderous Löve, and I've come across a strange glitch. Some of my sprites have thin magenta borders around them, while other do not. I am using magenta as the transparency color, but the other parts that are magenta are transpare...
- Sat Nov 22, 2008 11:19 pm
- Forum: General
- Topic: Community Ideas
- Replies: 23
- Views: 20732
- Sat Nov 22, 2008 9:30 pm
- Forum: General
- Topic: Community Ideas
- Replies: 23
- Views: 20732
Re: Community Ideas
I've seen this a couple of places, and maybe it doesn't work as well in this context, but you could have a page that lists all the prospective additions to Löve, and people can vote on what they want the most, or add to the list. That way you'll be able to see what to work on first and get more ideas.
- Sat Nov 15, 2008 7:54 pm
- Forum: Support and Development
- Topic: Collision and destroy problems
- Replies: 22
- Views: 7410
Re: Collision and destroy problems
GetType generates an error, but using type() says that it's still a userdata. This is a RevoluteJoint specifically, and getSpeed/getAngle works. As well as setting limits.
- Sat Nov 15, 2008 1:39 am
- Forum: Support and Development
- Topic: Collision and destroy problems
- Replies: 0
- Views: 3182
Collision and destroy problems
Well, this is odd. If I have the parenthesis on like so: player.joint:setCollideConnected(false) It gives me the nil value error. Specifically, [string "objfactory.lua"]:64: attempt to call method 'setCollideConnected' (a nil value) But if I use it without the parenthesis: player.joint:set...
- Wed Nov 12, 2008 3:36 am
- Forum: Support and Development
- Topic: Collision and destroy problems
- Replies: 22
- Views: 7410
Re: Collision and destroy problems
I'm not sure if this was related to destroy() not working, but getCollideConnected() and setCollideConnected(collide) for joints do not seem to be working at all. Saying it's a nil value.
- Thu Oct 23, 2008 3:19 am
- Forum: Support and Development
- Topic: Drawing images unaffected by setColor
- Replies: 19
- Views: 10477
Re: Drawing images unaffected by setColor
I'm pretty sure this does work. Have you tried using love.graphics.setColorMode( love.color_modulate )? Use "love.color_normal" to set it back to normal.
http://love2d.org/docs/love_graphics_se ... ode_1.html
http://love2d.org/docs/love_graphics_se ... ode_1.html
- Thu Oct 23, 2008 3:14 am
- Forum: General
- Topic: spreading more löve
- Replies: 11
- Views: 6855
Re: spreading more löve
Sort of on this topic, what is the possibility of getting Löve on an iPhone or iPod Touch? It's pretty powerful, and I'm sure could run it. Are there any technical reasons it couldn't be done?
- Sat Oct 18, 2008 12:49 am
- Forum: General
- Topic: Box2D Note
- Replies: 18
- Views: 13271
Re: Box2D Note
Does this only affect stuff when you use "setMassFromShapes( )"? Couldn't you manually set the mass of objects to work correctly?