Search found 1014 matches
- Fri Feb 22, 2019 1:58 am
- Forum: Support and Development
- Topic: Scenes/Views/Activities question [Answered]
- Replies: 27
- Views: 26506
Re: Scenes/Views/Activities question [Answered]
I also haven't mentioned even once anything about loading several files at the same time. They'd be loaded, when they need to be loaded. While, in Your "point" I run a big file that contains all of the code for all views (such as menu, highscores etc.) That are included in the file while ...
- Tue Feb 19, 2019 5:05 pm
- Forum: General
- Topic: LÖVE Jam 2019
- Replies: 4
- Views: 11365
Re: LÖVE Jam 2019
The LÖVE Jam 2019 is over and was a great success with a total of 42 games!
Go and play them HERE
Give some nice feedback to these people that poured so much effort throughout the weekend
Go and play them HERE
Give some nice feedback to these people that poured so much effort throughout the weekend
- Fri Feb 15, 2019 1:32 am
- Forum: General
- Topic: LÖVE Jam 2019
- Replies: 4
- Views: 11365
Re: LÖVE Jam 2019
There are 21 hours and 30 minutes 'til the jam begins (as of the time I'm posting this)
And the optional theme has been announced! Check the first post for more information
And the optional theme has been announced! Check the first post for more information
- Mon Jan 28, 2019 5:42 pm
- Forum: General
- Topic: LÖVE Jam 2019
- Replies: 4
- Views: 11365
Re: LÖVE Jam 2019
You are free to use whichever version of LÖVE you want, just specify it in your game description (and if possible provide downloads for each platform)! For last year jam, 11.0 was about to be released and there were people using 0.10.2 and some using the nightly for 11.0. It's recommended that if yo...
- Wed Jan 16, 2019 8:41 pm
- Forum: General
- Topic: LÖVE Jam 2019
- Replies: 4
- Views: 11365
LÖVE Jam 2019
LÖVE Jam Banner Hey folks! I'll be hosting a new LÖVE Jam ! Jam starts on February 15th 23PM GMT+0 and ends on February 18th 23PM GMT+0 . Rules Your game needs to be made with the LÖVE framework If possibly provide a .love file with the rest of your builds, and clearly state which version of LÖVE w...
- Thu Jun 01, 2017 11:38 am
- Forum: Support and Development
- Topic: Scaling for android
- Replies: 8
- Views: 13372
Re: Scaling for android
Add this to the end of your main.lua love.resize = function (w, h) push:resize(w, h) end Long explanation: Push tries to set the screen mode to a fixed resolution which is most likely not supported by your device, so setMode fails and love.resize is called with the actual width and height of the scr...
- Sat Mar 04, 2017 11:31 pm
- Forum: Support and Development
- Topic: Different fps on different machines
- Replies: 5
- Views: 6469
Re: Different fps on different machines
VSync synchronizes to the screen FPS, if your screen has 59/58 FPS instead of 60 you won't get 60 FPS... It's as simple as that. If you don't use VSync you are tied to the CPU so it depends on what the CPU wants to give you and you may get greater variations on FPS. zorg uses a custom love.run that ...
- Fri Mar 03, 2017 11:42 pm
- Forum: Support and Development
- Topic: -deleted post
- Replies: 7
- Views: 10057
Re: setting the resolution fitting with the display
NOTES: If fullscreen is enabled and the width or height is not supported (see love.window.getFullscreenModes), the window may be resized to the closest available resolution and a resize event will be triggered. If the fullscreen type is "desktop", then the window will be automatically res...
- Fri Mar 03, 2017 10:41 pm
- Forum: Support and Development
- Topic: -deleted post
- Replies: 7
- Views: 10057
Re: setting the resolution fitting with the display
love.window.setMode(800,600,{fullscreen=true, fullscreentype="exclusive"})
Always read the wiki when in doubt
Always read the wiki when in doubt
- Fri Mar 03, 2017 7:52 pm
- Forum: Libraries and Tools
- Topic: [Solved] Looking for a ready-to-paint canvas using a shader
- Replies: 6
- Views: 4239
Re: Looking for a ready-to-paint canvas using a shader
Well you can use a shader... And discard the pixels that you don't want to render, basically your shader should take the canvas, and the mouse coordinates and discard say everything in a radius of 3px and draw everything else, you render the result from the shader to the same canvas and overwrite wh...