Search found 4661 matches

by bartbes
Mon Apr 24, 2017 5:50 pm
Forum: Libraries and Tools
Topic: clasp - 8 lines of class
Replies: 25
Views: 305

Re: clasp - 8 lines of class

Please stop double-posting...
by bartbes
Sun Apr 23, 2017 5:21 pm
Forum: Support and Development
Topic: [solved] HardonCollider module not found
Replies: 6
Views: 45

Re: HardonCollider module not found

If I match the case it works for me. It does give another error though.
by bartbes
Mon Apr 17, 2017 1:45 pm
Forum: Support and Development
Topic: Detect if capslock is toggled on ?
Replies: 9
Views: 201

Re: Detect if capslock is toggled on ?

It sounds like you want to be using love.textinput instead. That automatically deals with caps lock, keyboard layouts, and even multi-key input sequences.
by bartbes
Mon Apr 17, 2017 10:16 am
Forum: Support and Development
Topic: How to setup VIM
Replies: 33
Views: 1655

Re: How to setup VIM

If you set up love as your makeprg, the output gets sent to the quickfix list when you use :make to run your game.

Code: Select all

:set makeprg=love\ .
:make
If there's an error, it actually takes you to the location of the error too!
by bartbes
Sun Apr 09, 2017 8:10 pm
Forum: Support and Development
Topic: AppImageKit
Replies: 10
Views: 376

Re: AppImageKit

Well, you could change the name of the script without issue. If you change the name of the binary, you'll also have to modify the script to reflect that change.
by bartbes
Sun Apr 09, 2017 6:09 pm
Forum: Support and Development
Topic: AppImageKit
Replies: 10
Views: 376

Re: AppImageKit

Much like on windows, you can concatenate your .love file with the love binary (the one in usr/bin, not the script). Alternatively you could add --fused and the path to the .love to the script.
by bartbes
Sun Apr 09, 2017 5:43 pm
Forum: Support and Development
Topic: AppImageKit
Replies: 10
Views: 376

Re: AppImageKit

So the repository you linked is actually meant to be used for distributing LÖVE games to different linux systems? But I'd have to use it on a linux system? Well, it's meant to distribute love itself, initially, but that's mostly the same thing. I'm basically just trying to figure out a way to distr...
by bartbes
Sun Apr 09, 2017 3:16 pm
Forum: Support and Development
Topic: AppImageKit
Replies: 10
Views: 376

Re: AppImageKit

No instruction or usage info? I would like to try the tarball script It's a small, commented script without arguments. There's definitely a lot of work I've yet to do, including documenting it all, but that shouldn't have been terribly hard to figure out... And yes, that means there are no options ...
by bartbes
Sun Apr 09, 2017 10:16 am
Forum: Support and Development
Topic: AppImageKit
Replies: 10
Views: 376

Re: AppImageKit

I have some experience (in the form of https://bitbucket.org/bartbes/love-linux-builder ). If you've got portable binaries (I do), then it's mostly straight-forward. I've been meaning to make these scripts more robust and to generalise them so you can build game binaries with them too, but I haven't...
by bartbes
Sat Apr 08, 2017 7:18 pm
Forum: Support and Development
Topic: How to properly rotate the camera
Replies: 2
Views: 125

Re: How to properly rotate the camera

The trick to having rotation (or scale, or shear, etc) applied at a particular pointing is first translating to the point, then doing the operation, then translating back. So in this case love.graphics.translate(x, y), followed by love.graphics.rotate(angle), followed by love.graphics.translate(-x, ...