These two might be relevant then, not sure though:
http://stackoverflow.com/questions/5917 ... in-windows
http://stackoverflow.com/questions/3648 ... -windows-7
Search found 3441 matches
- Fri Jan 08, 2016 6:04 am
- Forum: Support and Development
- Topic: Windows symlinks
- Replies: 3
- Views: 2893
- Thu Jan 07, 2016 9:19 pm
- Forum: Support and Development
- Topic: updated to 9.2 console window not showing
- Replies: 19
- Views: 9851
Re: updated to 9.2 console window not showing
He's telling you that löve became smarter by not opening its own console window, instead using an already existing one instead. That did indeed make someone's workflow easier by not having the console take up another window. If the IDE of your choice would work correctly, that would mean you could d...
- Thu Jan 07, 2016 3:43 pm
- Forum: Support and Development
- Topic: Drawing an 'undrawing' images
- Replies: 9
- Views: 3750
Re: Drawing an 'undrawing' images
haii again!, Thanks for the code, just wondering with this code ,will it delete the picture after use (as in another one is called) If you mean will it only show one image at once, then yes. If you mean will it unload all the other images, then no, but since you're gonna animate using them, why loa...
- Thu Jan 07, 2016 2:36 pm
- Forum: Support and Development
- Topic: Drawing an 'undrawing' images
- Replies: 9
- Views: 3750
Re: Drawing an 'undrawing' images
You can put the images into a table, and only draw one image at once. local health love.load() health = {} -- even this could be written with less duplication as a cycle (a for loop) health[0] = love.graphics.newImage("assets/heartline0.png") health[1] = love.graphics.newImage("assets...
- Thu Jan 07, 2016 5:50 am
- Forum: Support and Development
- Topic: Accelerometer
- Replies: 6
- Views: 3347
Re: Accelerometer
You're quite welcome.
Also, just for completeness' sake, if you wanted to use the last joystick entry, then it could be made simpler:
Also, just for completeness' sake, if you wanted to use the last joystick entry, then it could be made simpler:
Code: Select all
-- in love.load:
-- ...
joysticks = love.joystick.getJoysticks()
joystick = joysticks[#joysticks] -- no need for the for loop
-- ...
- Wed Jan 06, 2016 9:39 pm
- Forum: Support and Development
- Topic: Accelerometer
- Replies: 6
- Views: 3347
Re: Accelerometer
Using a similar example to the one on the Joystick object wiki page: local joystick, position, speed function love.load() joystick = love.joystick.getJoysticks()[1] position = {x = 0, y = 0} speed = 10 end function love.update(dt) if joystick then local axis1, axis2 = joystick:getAxes() position.x, ...
- Wed Jan 06, 2016 2:13 pm
- Forum: Games and Creations
- Topic: Hotplate app for your phone
- Replies: 17
- Views: 10695
Re: Hotplate app for your phone
I should post this in the next löve version feature request thread instead (or there as well), but, assuming some handheld devices having temperature sensors, if we could get the data from those, this app could implement temperature-based heating as well. Use cases: Keeping my tea lukewarm Advanced ...
- Wed Jan 06, 2016 12:08 pm
- Forum: Support and Development
- Topic: Non-european alphabets for Love2D?
- Replies: 4
- Views: 1501
Re: Non-european alphabets for Love2D?
Depends on how you're trying to get the input. (and how the input's encoded) The love.textinput and textedited callbacks support utf-8, so those should work. love.keypressed and love.keyreleased won't work for any key that doesn't have a Keycode , though the [wiki]Scancode[/wiki] will be detected, w...
- Wed Jan 06, 2016 5:31 am
- Forum: Support and Development
- Topic: Windows symlinks
- Replies: 3
- Views: 2893
Re: Windows symlinks
From wikipedia : An NTFS symbolic link is not the same as a Windows shortcut file, which is a regular file. The latter may be created on any filesystem (such as the earlier FAT32), may contain metadata (such as an icon to display when the shortcut is viewed in Windows Explorer), and is not transpare...
- Tue Jan 05, 2016 2:33 pm
- Forum: Support and Development
- Topic: Creating animated GIFs
- Replies: 7
- Views: 3667
Re: Creating animated GIFs
I have a semi-workable solution: Let's assume that you can store the replay data, and can "replay" it without the need for it to run "realtime". Your game records a replay. Replay is stored somewhere. (either in memory or dumped to the harddrive, or both) If the user wants to gen...