Search found 947 matches
- Thu Jan 06, 2022 9:57 pm
- Forum: Support and Development
- Topic: Strange bug trying to automate executable packaging [solved]
- Replies: 17
- Views: 4920
Re: Strange bug trying to automate executable packaging
I'm going to be angry . You seem angry already. 25 whole megabytes. That was a considerable amount of storage space back in 1995. Build your fused game with zip files to rule out one source of error. That's all I have for you. the unfortunate problem of Linux's whole "recompile thing for optim...
- Thu Jan 06, 2022 8:52 pm
- Forum: Support and Development
- Topic: Strange bug trying to automate executable packaging [solved]
- Replies: 17
- Views: 4920
Re: Strange bug trying to automate executable packaging
build24 and build25 do both work for me in Linux. The 7z file takes much longer to start though. I wouldn't count on 7z being supported everywhere. If you only ship fused Windows builds then it's probably okay. If you want to be on the safe side, use .zip files. The small size difference seems negli...
- Thu Jan 06, 2022 5:09 pm
- Forum: Support and Development
- Topic: Strange bug trying to automate executable packaging [solved]
- Replies: 17
- Views: 4920
Re: Strange bug trying to automate executable packaging
.7z is not .zip, or is it? Make sure you create a .zip file.
- Tue Jan 04, 2022 5:33 pm
- Forum: General
- Topic: LÖVE 11.4 - out now!
- Replies: 51
- Views: 227583
Re: LÖVE 11.4 - out now!
Another option would be using the relocatable nature of the 11.4 AppImage. You can "fuse" your game with the 11.4 Linux binaries and distribute that along your game. I am aware; I build and distribute an AppImage that runs LÖVE games for all versions from 0.8.0 to 11.3. That reminds me: I...
- Tue Jan 04, 2022 4:48 pm
- Forum: General
- Topic: LÖVE 11.4 - out now!
- Replies: 51
- Views: 227583
Re: LÖVE 11.4 - out now!
Hm, that is unfortunate. 2.1 supports 64-bit bitops but this means you can't rely on them being present when distributing plain love files.
- Tue Jan 04, 2022 4:27 pm
- Forum: General
- Topic: LÖVE 11.4 - out now!
- Replies: 51
- Views: 227583
Re: LÖVE 11.4 - out now!
Holy shit, it finally happened.
Which platforms are not guaranteed to use 2.1?* Changed all builds and platforms where LOVE provides LuaJIT to use LuaJIT 2.1 instead of 2.0.
- Fri Dec 31, 2021 10:44 am
- Forum: Support and Development
- Topic: Making image white
- Replies: 10
- Views: 3033
Re: Making image white
To make it clear, what I mean by doesn't work with setColor is that setColor makes the image not white? The shader + setColor makes all pixels that color. No reason why it shouldn't. Hardcoded white is the same as setColor(1, 1, 1). Edit: Oh, yes. I use premultiplied on an image. Any bad side effec...
- Thu Dec 30, 2021 7:20 pm
- Forum: Support and Development
- Topic: Making image white
- Replies: 10
- Views: 3033
Re: Making image white
I was scwared it won't work with all OSs That's unreasonable. There's always shaders running. If you don't use a custom one then a default shader is used that does pretty much the same calculations as this one, just in a slightly different way. This is a pretty basic thing that'll run on a potato. ...
- Thu Dec 30, 2021 12:12 pm
- Forum: Support and Development
- Topic: Making image white
- Replies: 10
- Views: 3033
Re: Making image white
Won't that just draw a white rectangle? To be fair, "How to make an image white" is not a very clear question and open to interpretation. An example image would have been helpful. An image without alpha channel would become a white rectangle, so it's a valid suggestion. Okay, for the sake...
- Thu Dec 30, 2021 3:05 am
- Forum: Support and Development
- Topic: Making image white
- Replies: 10
- Views: 3033
Re: Making image white
*sigh*
You can make the pixels in an ImageData white and preserve the alpha channel:
Code: Select all
local imgd = love.image.newImageData('theimage.png')
imgd:mapPixel(function(x, y, r, g, b, a)
return 1, 1, 1, a
end)
local whiteImage = love.graphics.newImage(imgd)