Search found 28 matches

by radgeRayden
Mon Jan 14, 2019 4:02 am
Forum: Support and Development
Topic: Runtime tileset generation possible?
Replies: 7
Views: 683

Re: Runtime tileset generation possible?

You can create an ArrayImage (https://love2d.org/wiki/love.graphics.newArrayImage) to circumvent the issue altogether.
by radgeRayden
Wed Jan 09, 2019 5:19 am
Forum: Support and Development
Topic: Dumping memory of a locked thread?
Replies: 1
Views: 270

Dumping memory of a locked thread?

Say one of my threads gets caught up in an infinite loop. I know this because I expected it to callback but it never did after a few seconds. All I want is to retrieve a table containing some important data to understand what was going on. Is there a way to do this? It's all hypothetical so please t...
by radgeRayden
Sun Jan 06, 2019 4:06 pm
Forum: General
Topic: How to draw image/graphic form memory buffer?
Replies: 1
Views: 1120

Re: How to draw image/graphic form memory buffer?

Hey, perhaps a bit late but I just did something of the sort yesterday. What you need to do is get your data into an ImageData object and then make an image out of that. However, if I understand correctly you can do offscreen rendering using Canvases (render to texture). Look up these items in the w...
by radgeRayden
Fri Apr 13, 2018 9:46 pm
Forum: Libraries and Tools
Topic: boipushy (Input handling)
Replies: 18
Views: 6273

Re: boipushy (Input handling)

Hello, for some reason this is failing for me: function love.update(dt) --[...] some irrelevant code before this if input:pressed('walk_left') and character.deltaX > 0 then character.deltaX = 0 print("stop left") end if input:pressed('walk_right') and character.deltaX < 0 then character.deltaX = 0 p...
by radgeRayden
Sat Jan 23, 2016 3:16 am
Forum: Games and Creations
Topic: Spellrazor (Free strategy-sh'mup-hacking) 0.9.10 is out
Replies: 74
Views: 17684

Re: Spellrazor (Free strategy-sh'mup-hacking) 0.9.5 (+Trailer)

Well he's been trying to convince the people over at retropie to integrate löve into their setup, and as such has been willing to test everything I throw at him :p
by radgeRayden
Sat Jan 23, 2016 1:10 am
Forum: Games and Creations
Topic: Spellrazor (Free strategy-sh'mup-hacking) 0.9.10 is out
Replies: 74
Views: 17684

Re: Spellrazor (Free strategy-sh'mup-hacking) 0.9.5 (+Trailer)

The user (I don't really have a pi) got this error when he tried to run the game: http://pastebin.com/HAXRVuFN
by radgeRayden
Thu Jan 21, 2016 2:56 am
Forum: Games and Creations
Topic: future-mari0
Replies: 5
Views: 1789

Re: future-mari0

By the way if anyone can make GLSL ES version of these shaders: https://github.com/radgeRayden/future-mari0/issues/2
that would be incredibly great.
by radgeRayden
Wed Jan 20, 2016 12:42 am
Forum: Games and Creations
Topic: future-mari0
Replies: 5
Views: 1789

Re: future-mari0

I'm still in the process of avoiding crashes on some modes; my immediate goal now is to fix the crash on local multiplayer. I'll probably make an issue with a to-do list as soon as I identify more things not working. Also testing the game and reporting problems helps me plenty since a lot of things ...
by radgeRayden
Tue Jan 19, 2016 6:50 pm
Forum: Games and Creations
Topic: future-mari0
Replies: 5
Views: 1789

future-mari0

I think we all know what mari0 is about, right? If not, go check it out at http://stabyourself.net/mari0/ . future-mari0 The latest version of the original mari0 game by stabyourself was released against the 0.8.x version of löve. Last year I wanted to run it from source, so I ported the game to 0.9...
by radgeRayden
Tue Jan 19, 2016 6:30 pm
Forum: Games and Creations
Topic: Spellrazor (Free strategy-sh'mup-hacking) 0.9.10 is out
Replies: 74
Views: 17684

Re: Spellrazor (Free strategy-sh'mup-hacking) 0.9.5 (+Trailer)

I'm not sure since I don't know much about shader support, but here's the error that was reported: Error: Cannot link shader program object: ERROR:CUSTOM-11 (fragment shader, line 12) No declared overload matches function call arguments stack traceback: (tail call): ? [C]: in function 'newShader' ma...