Search found 12 matches

by Kivutar
Sun Apr 03, 2016 3:13 am
Forum: General
Topic: Gamegirl: the retro console done right
Replies: 4
Views: 1828

Re: Gamegirl: the retro console done right

Lutro is unfinished. And it would be better to have a real love2d libretro port anyway. It would benefit more users.
by Kivutar
Sun Aug 30, 2015 1:51 pm
Forum: Ports
Topic: Raspberry Pi
Replies: 12
Views: 10052

Re: Raspberry Pi

Hello, on Raspberry Pi, if you don't want to have X11, you can use DRM/KMS. Love does not support this context yet. But I made a software rendered subset of love called lutro, and it runs on Raspberry Pi in DRM/KMS through RetroArch. Also, a guy named leiradel started a real port of LÖVE to libretro...
by Kivutar
Mon Aug 24, 2015 7:25 pm
Forum: Ports
Topic: lutro - the libretro port
Replies: 6
Views: 5420

Re: lutro - the libretro port

Hello, I'm one of the developpers of Lutro. Lutro is a reimplementation of the LÖVE API as a libretro core. Libretro is an API for emulators and game engines. Lutro has no dependancies except Lua, is coded in C99, and is software rendered. Lutro is not a complete clone of LÖVE. Just a subset. The go...
by Kivutar
Sun Dec 16, 2012 5:50 pm
Forum: Support and Development
Topic: HC and gravity
Replies: 3
Views: 691

Re: HC and gravity

I finally fixed this bug! For those who are stuck in the same issue with HC: - Try to not use concave shapes - Disable gravity when the character is on the ground - Test if the character is on the ground using HC:ShapesAt - When resolving collisions, reset Y speed The following commit shows the chan...
by Kivutar
Sat Dec 08, 2012 10:37 pm
Forum: Support and Development
Topic: HC and gravity
Replies: 3
Views: 691

HC and gravity

Dear lövers, I'm trying to build a simple platformer using Hardon Collider. I'm stuck on a bug about gravity, ground, and jumps. I know the topic has been discussed a thousand times in the forums, however, after reading a lot of topics and the classic blog posts and tutorial on the subject, I still ...
by Kivutar
Sat Jul 21, 2012 8:41 pm
Forum: Support and Development
Topic: Gravity and lag
Replies: 23
Views: 4148

Re: Gravity and lag

Wow I never thought about that before. Thanks, I'm going to give it a try.
by Kivutar
Thu Jul 19, 2012 3:10 pm
Forum: Support and Development
Topic: Gravity and lag
Replies: 23
Views: 4148

Re: Gravity and lag

This game looks wonderful by the way!
Thanks a lot! I'm happy that you liked the graphics.
File is Kivutar-twinsisters-9134783.zip
Thank you coffee, I found the commit #9134783 on my github, it was only 2 days ago. Now I can browse my commits to understand the bug.
by Kivutar
Thu Jul 19, 2012 11:39 am
Forum: Support and Development
Topic: Gravity and lag
Replies: 23
Views: 4148

Re: Gravity and lag

Yes I remember that few days ago the bug was not there. I should investigate the git diffs.
by Kivutar
Thu Jul 19, 2012 9:19 am
Forum: Support and Development
Topic: Gravity and lag
Replies: 23
Views: 4148

Re: Gravity and lag

Yes I think our bugs have the same cause.

Maybe having a title screen will be a natural workaround to this bug.

Here is the fixed .love file. Puzzlem00n can you test it please? It lauches well on my win7.
twinsisters.love
(7.49 MiB) Downloaded 122 times
by Kivutar
Thu Jul 19, 2012 12:27 am
Forum: Support and Development
Topic: Gravity and lag
Replies: 23
Views: 4148

Re: Gravity and lag

Thanks a lot. Now I understand where this bug comes from. I applied this fix in my main.lua update(dt)

Code: Select all

dt = math.min(dt, 0.07)
And any idea why my game lag so much on windows? It runs at 40 FPS wih windows, and 60 FPS on Linux, same laptop (macbook).