![Wink ;)](./images/smilies/ms-wink.png)
Search found 234 matches
- Wed Jun 06, 2018 6:45 pm
- Forum: Support and Development
- Topic: love.graphics.print not printing to screen!
- Replies: 14
- Views: 20708
Re: love.graphics.print not printing to screen!
No clue TBH... I'm assuming it has to do with the graphics card, but I'm on the latest driver and haven't found any other solutions there either. If you figure it out I'd LOVE to know! ![Wink ;)](./images/smilies/ms-wink.png)
![Wink ;)](./images/smilies/ms-wink.png)
- Mon Jun 04, 2018 9:47 pm
- Forum: Support and Development
- Topic: love.graphics.print not printing to screen!
- Replies: 14
- Views: 20708
Re: love.graphics.print not printing to screen!
Sounds like you are having the same issue as me... https://bitbucket.org/rude/love/issues/ ... ken-in-v11
I haven't used LOVE since April because of it... I'm hoping 11.2 fixes it.
I haven't used LOVE since April because of it... I'm hoping 11.2 fixes it.
- Thu May 24, 2018 3:29 am
- Forum: General
- Topic: Wiki Issue
- Replies: 4
- Views: 6825
Re: Wiki Issue
Had a somewhat similar issue with the forum pages at one point. Try CTRL + F5 to clear the cache and refresh.
- Sat May 19, 2018 1:52 pm
- Forum: Support and Development
- Topic: Socket problem with love-11.1
- Replies: 5
- Views: 5866
Re: Socket problem with love-11.1
Check that your firewall isn't blocking v11. Other than that, it's hard to give a better answer with such little information.
- Tue May 08, 2018 12:53 am
- Forum: Support and Development
- Topic: Multiplayer using sock.lua | Can't host a server
- Replies: 17
- Views: 14484
Re: Multiplayer using sock.lua
IIRC, you cannot connect to a server on the same machine with a public IP address, if that makes sense. Any other IP can connect to you, but you have to connect to localhost or 127.0.0.1 if the server is on the same machine as the program trying to access it.
- Tue May 08, 2018 12:40 am
- Forum: Libraries and Tools
- Topic: Love2D Game Library (1.1 Is Here)
- Replies: 10
- Views: 15663
Re: Love2D Game Library (1.1 Is Here)
For version checking, I would suggest prioritizing a manifest format first if available, and also perhaps trying to parse it from file names. (Perhaps since you were already mentioning supporting itch.io, re-use their manifest format for how your system would check for a manifest?) (For example, I ...
- Mon May 07, 2018 11:46 am
- Forum: Libraries and Tools
- Topic: Love2D Game Library (1.1 Is Here)
- Replies: 10
- Views: 15663
Re: Love2D Game Library (1.1 Is Here)
I'm actually making something like this as well... The games can be imported as a local folder or archive, a remote archive(just a .zip or .love on a URL), github, or itch.io. Also I'm working on a piece that locates a version file or string(string has to be in main.lua) inside the archive and will ...
- Tue Apr 17, 2018 1:02 pm
- Forum: Support and Development
- Topic: Binding two objects
- Replies: 3
- Views: 3877
Re: Binding two objects
Maybe someone else can be more help here... I haven't used Tiled much other than a making static map. The code I provided won't throw an error if the player steps on a trigger that isn't connected to a door. The trick is to pass the door reference to the trigger, then the trigger interacts with the ...
- Tue Apr 17, 2018 1:21 am
- Forum: Support and Development
- Topic: Simple question about joystick
- Replies: 1
- Views: 2697
Re: Simple question about joystick
Have you made sure that Joystick:isGamepad() returned true? Does it work right if you use the gamepad callbacks(love.gamepadpressed(), etc)?
- Tue Apr 17, 2018 1:02 am
- Forum: Support and Development
- Topic: Binding two objects
- Replies: 3
- Views: 3877
Re: Make two objects "work together"
I think you're overthinking this... Start with the doors: function newDoor(x, y) return { x = x or 0, y = y or 0, closed = true, interact = function() closed = not closed end } end -- Then you can place them, for simplicity we'll pretend x and y are tile locations local doors = {} for i = 1, 10 do t...