Search found 305 matches

by adnzzzzZ
Fri Aug 21, 2015 8:51 pm
Forum: General
Topic: Automatic Game Updates
Replies: 5
Views: 3210

Automatic Game Updates

I wrote a blog post on how to make an auto-updater for your LÖVE game. I thought this was really cool and easy so I thought I'd share it here https://github.com/adonaac/blog/issues/6
by adnzzzzZ
Fri Aug 21, 2015 1:41 pm
Forum: Libraries and Tools
Topic: [UI Kit] yaoui (0.10.0 only)
Replies: 22
Views: 11738

Re: [UI Kit] yaoui (0.10.0 only)

Uploaded a fix for all those issues, hopefully.
by adnzzzzZ
Wed Aug 19, 2015 5:48 pm
Forum: Libraries and Tools
Topic: [UI Kit] yaoui (0.10.0 only)
Replies: 22
Views: 11738

Re: [UI Kit] yaoui (0.10.0 only)

Haven't implemented that and I'm not sure I'm going to ever. If you wanna do it yourself you can put the objects that are already inside a Stack/Flow inside a Scrollarea from Thranduil. Check how I'm doing this on the Dropdown object, because I did it there preemptively but I ended up not actually e...
by adnzzzzZ
Wed Aug 12, 2015 2:16 pm
Forum: Support and Development
Topic: Would this method of storing a tilemap be slow?
Replies: 6
Views: 1513

Re: Would this method of storing a tilemap be slow?

That method of storing is fine but for drawing you probably wanna use a spritebatch so that it can be faster. On the init or update function of wherever you're holding the tilemap, you add all quads to the spritebatch (using your tilemap table so you know what to add where) and then on the draw func...
by adnzzzzZ
Sun Aug 09, 2015 5:41 am
Forum: Libraries and Tools
Topic: hoot.lua (Handles-free Object Oriented Timer)
Replies: 10
Views: 6775

Re: fme.lua - a FraME timer library

Nice idea. I've been meaning to write something about "this kind of code" for a while and how you can fix it using timers and other mechanisms. But your idea of using frames instead seems valid too. And I like your interface, simple and gets the job done. Good job!
by adnzzzzZ
Thu Jul 30, 2015 5:11 pm
Forum: Libraries and Tools
Topic: [UI Kit] yaoui (0.10.0 only)
Replies: 22
Views: 11738

Re: [UI Kit] yaoui (0.10.0 only)

I can remember font:setFallbacks and rounded rectangles. Stencils were changed in 0.10.0 too so you'd also have to change that in a few objects.
by adnzzzzZ
Thu Jul 30, 2015 5:03 pm
Forum: Libraries and Tools
Topic: [UI Kit] yaoui (0.10.0 only)
Replies: 22
Views: 11738

Re: [UI Kit] yaoui (0.10.0 only)

Because I use some features that are only available in 0.10.0 and I don't wanna bother with coding them myself for 0.9.2.
by adnzzzzZ
Thu Jul 30, 2015 3:21 pm
Forum: Libraries and Tools
Topic: [UI Kit] yaoui (0.10.0 only)
Replies: 22
Views: 11738

[UI Kit] yaoui (0.10.0 only)

yaoui Hi. I've created a UI kit for LÖVE called yaoui. It's meant to be an easy way to create UI with the goal of reducing efforts when having to place element positions and sizes manually. You can see what it's all about in the documentation. This kit only works with LÖVE 0.10.0 and you can run th...
by adnzzzzZ
Mon Jul 20, 2015 7:06 am
Forum: Libraries and Tools
Topic: [Library] Thranduil
Replies: 23
Views: 18219

Re: [Library] Thranduil

Updated this with the following things: Container (Frame, Scrollarea): Added auto alignment options via auto_align, auto_spacing and auto_margin Added element removal and retrieval functions via removeElement(id) and getElement(id) Added element focus functions via focusElement(n) and forceUnselect(...
by adnzzzzZ
Fri Jul 17, 2015 12:56 am
Forum: Libraries and Tools
Topic: boipushy (Input handling)
Replies: 18
Views: 16090

Re: [Library] Thomas

Updated this with the following: Exposed Input.all_keys variable Fixed a bug with space not being able to be bound accordingly in some situations Added automatic callback registers (meaning you don't need to add each input object to all love callbacks anymore, it does that automatically) Added suppo...