Search found 2807 matches

by slime
Mon Feb 24, 2020 3:59 am
Forum: General
Topic: Help. Who have had this error. on Google Play Store
Replies: 3
Views: 123

Re: Help. Who have had this error. on Google Play Store

I believe 11.2 was the first version to have a 64 bit APK for Android, so you'll probably want to update to from 0.10.2 to 11.3 (since .3 has several bugfixes compared to .2).
by slime
Sun Feb 23, 2020 4:35 pm
Forum: General
Topic: Help. Who have had this error. on Google Play Store
Replies: 3
Views: 123

Re: Help. Who have had this error. on Google Play Store

What version of love are you using? Older versions didn't have prebuilt 64-bit ARM binaries for Android, whereas newer ones do.
by slime
Sat Feb 22, 2020 5:59 pm
Forum: Support and Development
Topic: Any way to get canvases to be more efficient?
Replies: 38
Views: 811

Re: Any way to get canvases to be more efficient?

What's an example of a game that accomplishes the same visual effect you want to do? Maybe we can work backwards from there.
by slime
Sat Feb 22, 2020 5:50 pm
Forum: Support and Development
Topic: Any way to get canvases to be more efficient?
Replies: 38
Views: 811

Re: Any way to get canvases to be more efficient?

Is it because the final assembly of said Canvas from other Canvases happens in the love.draw function? I am very confused, to say the least. If I'm understanding what you're doing correctly, then yes - drawing to the main screen or to a canvas is effectively identical in terms of performance, if yo...
by slime
Sat Feb 22, 2020 5:35 pm
Forum: Support and Development
Topic: Any way to get canvases to be more efficient?
Replies: 38
Views: 811

Re: Any way to get canvases to be more efficient?

It's hard for me to be sure without seeing your code/assets (or a .love), but it really sounds like you're bottlenecked by the number of pixels being processed on the GPU. Each sprite you draw will run code on the GPU for each pixel its geometry touches, even if something else overlaps it and even w...
by slime
Wed Feb 12, 2020 11:07 pm
Forum: General
Topic: BitBucket shutting down Mercurial after May
Replies: 4
Views: 2022

Re: BitBucket shutting down Mercurial after May

It was a read-only mirror for a few months until we moved the build system repositories and release binaries over - now it's the main repository, and the only things left to move are the issues. Since we already needed to change things thanks to Bitbucket's decision, moving to Github at the same tim...
by slime
Wed Feb 12, 2020 10:26 pm
Forum: Support and Development
Topic: Can't even download
Replies: 1
Views: 1082

Re: Can't even download

Maybe the files on the github mirror will work for you: https://github.com/love2d/love/releases/tag/11.3
by slime
Wed Feb 12, 2020 8:38 pm
Forum: Support and Development
Topic: [Proposal] Better multimedia formats.
Replies: 31
Views: 3726

Re: [Proposal] Better multimedia formats.

The wiki is not up-to-date ? https://love2d.org/wiki/ImageFormat That is up to date, but I suppose that page on its own without context isn't very clear - that is specifically for formats supported by ImageData:encode, not for formats supported by love.graphics.newImage/love.image.newImageData. If ...
by slime
Wed Feb 12, 2020 6:47 pm
Forum: Support and Development
Topic: [Proposal] Better multimedia formats.
Replies: 31
Views: 3726

Re: [Proposal] Better multimedia formats.

Just to clarify, JPEG has not been removed from love and I have no intention of doing so, especially since the JPEG file loader is a single file header library (stb_image) so it has none of the usual problems library dependencies have. We're looking at AV1 for video playback in the future, although ...
by slime
Mon Feb 03, 2020 5:16 pm
Forum: Support and Development
Topic: Calling C dll from love2d
Replies: 11
Views: 2320

Re: Calling C dll from love2d

Official builds of LÖVE 11.x for Windows have been compiled with VS2013.