Search found 304 matches

by alberto_lara
Thu Aug 10, 2017 3:27 am
Forum: Libraries and Tools
Topic: GOOi, an Android-Oriented GUI Library
Replies: 99
Views: 17869

Re: GOOi, an Android-Oriented GUI Library

Yes, use

Code: Select all

gooi.removeComponent(component)
by alberto_lara
Mon Jul 17, 2017 1:57 pm
Forum: Support and Development
Topic: Error with decompress in Android
Replies: 3
Views: 271

Re: Error with decompress in Android

you're goddamn right, I still have the decompress error in my phone though, but not in my brother's phone, pretty weird (I'd like to keep the decompress setup)
by alberto_lara
Wed Jul 12, 2017 8:08 pm
Forum: Support and Development
Topic: Error with decompress in Android
Replies: 3
Views: 271

Re: Error with decompress in Android

UPDATE: I tried it on another Android phone and it worked... not sure what is wrong but it seems to be with my phone/android version/settings (I'll find out and tell you)
by alberto_lara
Sat Jul 08, 2017 2:03 am
Forum: Support and Development
Topic: Error with decompress in Android
Replies: 3
Views: 271

Error with decompress in Android

Hi, I'm making a game for Android and I'm testing in on my computer, it works well so far, the thing is, when I try to run it on my smartphone (Android 6.0) I get this error: https://s17.postimg.org/8gdbjenrj/Screenshot_20170707-184546.png I checked on the phone and the app has storage rights, and I...
by alberto_lara
Wed Jul 05, 2017 6:00 pm
Forum: Libraries and Tools
Topic: Lope2D [Love2D Physics Engine]
Replies: 20
Views: 6645

Re: Lope2D [Love2D Physics Engine]

Ok, I'm going back to Lope2D, hxdx looks fine for other kind of projects, not for videgames (performance is significantly better in Lope2D using the same scene). I'm guessing this is due to hxdx using a more complex and precise math library. this is hxdx: game_app_3.love and here's Lope2D: game_app_...
by alberto_lara
Sun Jul 02, 2017 5:03 pm
Forum: Libraries and Tools
Topic: [library] bump.lua v3.1.4 - Collision Detection
Replies: 215
Views: 34375

Re: [library] bump.lua v3.1.4 - Collision Detection

I actually forgot to add the .love file, sorry about that (post edited). The weird lines are because I'm using a stretched canvas with nearest filtering, but the squares are correctly aligned. EDIT: Here's an updated .love, I'm printing the coords of the square so you can see they're correctly align...
by alberto_lara
Sun Jul 02, 2017 12:21 am
Forum: Libraries and Tools
Topic: [library] bump.lua v3.1.4 - Collision Detection
Replies: 215
Views: 34375

Re: [library] bump.lua v3.1.4 - Collision Detection

I have an issue (maybe it has a workaround, if so, please let me know), I created a simple grid of blocks and, when I slide through the "tunnels", the player gets stuck sometimes, it's colliding with the corners of some blocks, any ideas? Here's an image showing what I mean: https://s2.postimg.org/i...
by alberto_lara
Wed Jun 28, 2017 9:15 pm
Forum: Libraries and Tools
Topic: GOOi, an Android-Oriented GUI Library
Replies: 99
Views: 17869

Re: GOOi, an Android-Oriented GUI Library

@dmalves, Anyway, the problem seams to be that GOOi GUI get scaled but it doesn't get the proper mouse position Probably yes, I try to code GOOi so it works "out of the box" in almost any situation, but, since there are a lot of other libs, I can't really test on all of them and see if it works, mos...
by alberto_lara
Wed Jun 21, 2017 6:24 pm
Forum: Support and Development
Topic: Updated apk's for LÖVE Android SDL2
Replies: 9
Views: 927

Re: Updated apk's for LÖVE Android SDL2

that's correct, just a small change the manifest file, so you don't lose time compiling this very common setups.
by alberto_lara
Sat May 13, 2017 4:43 am
Forum: Libraries and Tools
Topic: GOOi, an Android-Oriented GUI Library
Replies: 99
Views: 17869

Re: GÖÖi, an Android-Oriented GUI Library

ExtraTerrestrial wrote:
Wed Feb 01, 2017 12:53 am
Would a four way directional pad like the plus directional pads on old NES be possible or maybe a setup in game layout where four buttons are arranged like that. Love it by the way thanks!
It's possible now with the new Joystick:setDigital() function