Search found 553 matches

by grump
Mon Apr 15, 2019 10:33 am
Forum: Support and Development
Topic: [bump.lua] world:remove doesn't work
Replies: 6
Views: 141

Re: [bump.lua] world:remove doesn't work

You're creating a new 'test' table every time love.keypressed is called, and the one you've added before is lost. This should work: local test = { x = 0, y... } -- outside the function! function love.keypressed(key) if key == "c" then world:add(test,test.x,test.y,test.w,test.h) end if key == "d" the...
by grump
Thu Apr 11, 2019 9:30 pm
Forum: Support and Development
Topic: Canvas Messing Up Colors
Replies: 2
Views: 301

Re: Canvas Messing Up Colors

Everything you draw is modulated by the current color. Try love.graphics.setColor(1, 1, 1) before drawing the canvas.
by grump
Thu Apr 11, 2019 9:29 pm
Forum: Support and Development
Topic: Networking between devices on the same wifi connection
Replies: 7
Views: 528

Re: Networking between devices on the same wifi connection

Could it have something to do with my router? Assuming that you're talking about an actual router, and not some kind of local firewall - probably not. The task of a router is to connect different networks. "Opening a port" on the router exposes your local network to the Internet for connections on ...
by grump
Tue Apr 02, 2019 9:06 pm
Forum: Support and Development
Topic: Error: Cannot compile vertex shader code
Replies: 2
Views: 636

Re: Error: Cannot compile vertex shader code

FWIW, I could not solve this error. But it does not happen on a Windows 10 system, so I just decided to forego testing on Windows 7 altogether. Try updating your graphics drivers if that's an option.
by grump
Tue Apr 02, 2019 9:00 pm
Forum: Support and Development
Topic: UDP networking for multiplayer game
Replies: 30
Views: 2622

Re: UDP networking for multiplayer game

Send a UDP message to 255.255.255.255, i. e. send a broadcast message. All devices listening on the same network on that destination port will receive it and can respond to it.

Edit: it's a little bit more complicated for IPv6, but not by much. Please support IPv6 ;)
by grump
Wed Mar 27, 2019 11:09 am
Forum: Support and Development
Topic: Error: attempt to index field 'connected_sticks' (a nil value)
Replies: 1
Views: 542

Re: Error: attempt to index field 'connected_sticks' (a nil value)

Welcome!

main.lua line 84 says GPM:button, but you probably meant to write gpm:button.
by grump
Tue Mar 26, 2019 12:45 am
Forum: General
Topic: Threads in graphics module
Replies: 3
Views: 556

Re: Threads in graphics module

If you use love.graphics functions, methods, and objects in other threads it will cause crashes in the best case, or a slow and hard-to-track eventual corruption of your game's memory in the worst case. If I disabled the window module in love.conf and replaced love.run, and never accessed any graph...
by grump
Mon Mar 25, 2019 4:34 pm
Forum: General
Topic: Threads in graphics module
Replies: 3
Views: 556

Re: Threads in graphics module

Can I assume it's safe to use as long as I don't do anything that might cause concurrency issues The documentation says "can only be used in the main thread", so the only thing you can assume here is that it doesn't work reliably if you still do it. You can always run into trouble when accessing a ...
by grump
Mon Mar 25, 2019 2:21 pm
Forum: Games and Creations
Topic: polyamory - Multi-version LÖVE
Replies: 24
Views: 8937

Re: polyamory - Multi-version LÖVE

Just pushed another update, but only for Linux. There was a version conflict in a library that prevented 0.10.x games from starting on some systems.
by grump
Mon Mar 25, 2019 9:01 am
Forum: Games and Creations
Topic: polyamory - Multi-version LÖVE
Replies: 24
Views: 8937

Re: polyamory - Multi-version LÖVE

Umm, so this XLetv63.png image is not part of the polyarmory? Not anymore, it looks different now. And I never claimed that there is no version selection screen, only that the ultimate goal is to have none. It's only being shown when a game has no conf.lua with version information anyway. It's also...