Search found 48 matches
- Thu Feb 12, 2009 1:06 am
- Forum: General
- Topic: LOVE Licensing Question
- Replies: 5
- Views: 9581
Re: LOVE Licensing Question
If you intend to retain no ownership over the original code, you can simply state "I release this code into the public domain". If you'd like to retain some of your rights as creator, you can learn a whole lot by visiting Creative Commons: http://creativecommons.com.
- Mon Feb 09, 2009 11:07 pm
- Forum: Libraries and Tools
- Topic: Löve Splash Screen (code)
- Replies: 16
- Views: 10999
Re: Löve Splash Screen (code)
The current splash screen is a pun on that popular phrase.
Anywho, if someone wants to modify it to say that instead, please do. The code is 100% free.
Anywho, if someone wants to modify it to say that instead, please do. The code is 100% free.
- Mon Feb 09, 2009 11:04 pm
- Forum: Support and Development
- Topic: Distributing your games (making a .love file)
- Replies: 278
- Views: 942598
Re: Distributing your games (making a .love file)
That would work nicely. Is the OS X package code available anywhere? It is apparently not in the main SVN repository.
- Mon Feb 09, 2009 7:02 pm
- Forum: Libraries and Tools
- Topic: Löve Splash Screen (code)
- Replies: 16
- Views: 10999
Re: Löve Splash Screen (code)
I double-click to run .love files all the time. It works great on OS X, as well. It seems like the problem is more with windows not accepting folders with the .love suffix, which the OS X.app does. Why shouldn't it work both ways? How does the linux binary work? @mike: That's more or less what the s...
- Mon Feb 09, 2009 1:41 am
- Forum: Libraries and Tools
- Topic: Löve Splash Screen (code)
- Replies: 16
- Views: 10999
Re: Löve Splash Screen (code)
I'm confused as to how this is "wrong-packaged", the only thing that is different about it than the tutorial states is that it ends with the suffix .love.zip instead of simply .love.
- Sun Feb 08, 2009 8:27 pm
- Forum: Support and Development
- Topic: Distributing your games (making a .love file)
- Replies: 278
- Views: 942598
Re: Distributing your games (making a .love file)
I'm a mac user, so I'm coming at it from what is probably a slightly different perspective than the rest of you. For a platform like Mac OS X there shouldn't be more than one file that a user has to drag and drop into their ~/Applications folder to install the game. That is what Mac users expect, an...
- Sun Feb 08, 2009 8:02 pm
- Forum: Libraries and Tools
- Topic: Löve Splash Screen (code)
- Replies: 16
- Views: 10999
Löve Splash Screen (code)
I've started working on a Löve Splash Screen, for displaying in front of games. It's really simple, but I kinda like it. I know the animation is far from effecient, but I'm sure one of you can clean it up. Included is the quick little jingle I made in GarageBand. Any of my work in this package I her...
- Sun Feb 08, 2009 6:15 pm
- Forum: Support and Development
- Topic: Distributing your games (making a .love file)
- Replies: 278
- Views: 942598
Re: Distributing your games (making a .love file)
Is there any way to package them with the Love launcher, so the user only has to download one file? Otherwise it can be confusing on the user end. Why would they need this Love thing? What does it do? These are questions the end user shouldn't need to ask.
- Sun Feb 08, 2009 12:09 am
- Forum: Support and Development
- Topic: Referring to individual sprites of the same time
- Replies: 6
- Views: 2662
Re: Referring to individual sprites of the same time
Thanks very much, everyone. This helped me quite a bit. I'll share actual code once I get something working.
- Sun Feb 08, 2009 12:04 am
- Forum: Support and Development
- Topic: Referring to individual sprites of the same time
- Replies: 6
- Views: 2662
Re: Referring to individual sprites of the same time
Thanks for the ideas, guys, what I'm having the trouble with is changing that setting on the fly. How can something START as invisible and become visible? I generate the tiles like this: i = 0 for j=1, map_height, 1 do for k=1, map_width, 1 do i = i + 1 x = k y = j tiles[i] = {x=x,y=y,type='empty',s...