Search found 2893 matches

by slime
Fri Jul 02, 2021 5:11 pm
Forum: Support and Development
Topic: iOS build don't work, semantic issue
Replies: 8
Views: 6411

Re: iOS build don't work, semantic issue

You might need the iOS dependencies from here: https://github.com/slime73/love-apple-dependencies
by slime
Thu Jul 01, 2021 8:13 pm
Forum: General
Topic: Best practices and things you'd like changed about Love2D
Replies: 47
Views: 42839

Re: Best practices and things you'd like changed about Love2D

I linked the default game loop above so you can see how it works (or modify it to your liking) if you want to debug your issue more. Maybe you have some code that takes unexpectedly long inside one of the first frames after loading? There are a few ways to investigate that sort of issue.
by slime
Thu Jul 01, 2021 7:14 pm
Forum: General
Topic: Best practices and things you'd like changed about Love2D
Replies: 47
Views: 42839

Re: Best practices and things you'd like changed about Love2D

So the load callback method is indeed a bit misleading in that sense it is not actually taking care of loading but instead of removing it I think maybe it should actually take care of loading for us before calling update? It probably is a bug in your code - in the default game loop ( love.run ), lo...
by slime
Thu Jul 01, 2021 6:15 pm
Forum: Support and Development
Topic: iOS build don't work, semantic issue
Replies: 8
Views: 6411

Re: iOS build don't work, semantic issue

iOS build issues with recent Xcode versions should be fixed by using the latest love source from github, yeah.
by slime
Mon Jun 21, 2021 4:30 pm
Forum: Support and Development
Topic: Crash drawing large number of circles
Replies: 6
Views: 6906

Re: Crash drawing large number of circles

Unfortunately there's a bug in love's smooth line code in 11.3. You could switch to rough lines (love.graphics.setLineStyle("rough")) or draw images that look like circles, or update to the latest 11.4 code from github: https://github.com/love2d/love
by slime
Sun Jun 06, 2021 9:27 pm
Forum: General
Topic: Best practices and things you'd like changed about Love2D
Replies: 47
Views: 42839

Re: Best practices and things you'd like changed about Love2D

I agree that love.load is pretty redundant since love 11 (however it had initialization-related reasons to exist prior to love 11) - but outright removing it and breaking a bunch of code hasn't been a priority in the past either. Maybe it could be deprecated in love 12 or something. I was about to ...
by slime
Sat Jun 05, 2021 8:03 pm
Forum: General
Topic: Best practices and things you'd like changed about Love2D
Replies: 47
Views: 42839

Re: Best practices and things you'd like changed about Love2D

Jumping in a platformer. Shooting in a shooter. Activating a special ability. Pressing undo. It's a very frequent use case to detect single key presses. And every dev has to write this boilerplate. It's not a big deal, it's simple and easy, but it's something we all have to write. Isn't the point o...
by slime
Thu May 27, 2021 8:28 pm
Forum: General
Topic: Love2D to switch
Replies: 10
Views: 15102

Re: Love2D to switch

I understand that the port is not sharable, but what Switch game used Love2D? Thanks! Kingdom Rush (https://github.com/cigumo/krli/wiki) https://www.nintendo.com/games/detail/kingdom-rush-switch/ https://www.nintendo.com/games/detail/kingdom-rush-frontiers-switch/ https://www.nintendo.com/games/det...
by slime
Sat May 22, 2021 2:09 am
Forum: Support and Development
Topic: How do I update the positions of instances of meshes?
Replies: 8
Views: 6547

Re: How do I update the positions of instances of meshes?

In that case you can get rid of the inner for-loop entirely, as long as instancemesh has at least as many elements in it as there are circles: for c,self in ipairs(circles) do self.x = self.x + (self.speed * dt) * self.dir--just testing self.y = self.y + (self.speed * dt) * self.dir--just testing in...
by slime
Sat May 22, 2021 1:41 am
Forum: Support and Development
Topic: How do I update the positions of instances of meshes?
Replies: 8
Views: 6547

Re: How do I update the positions of instances of meshes?

Your circle update code is overwriting every instance position with the same value in each iteration of the loop over the circles array - so only the position of the last element of that array is being applied, and it's applying to every instance instead of a specific one.