Search found 305 matches
- 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
- 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.
- 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...
- 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...
- 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!
- 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.
- 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.
- 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...
- 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(...
- 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...