Search found 3435 matches
- Sun Mar 17, 2024 7:03 am
- Forum: Support and Development
- Topic: love.data.pack() no idea how to work it
- Replies: 3
- Views: 176
Re: love.data.pack() no idea how to work it
You wrote "integer" for love.data.pack's second parameter, which means you either didn't read, or did not understand what that expects. The relevant wiki page links to the lua equivalent's list of accepted parameters , where you can see that there are multiple ways to pack numbers; As was ...
- Wed Mar 13, 2024 6:09 am
- Forum: Libraries and Tools
- Topic: PNG to outline/contour x,y coordinates - python script
- Replies: 3
- Views: 278
Re: PNG to outline/contour x,y coordinates - python script
Consider not posting ChatGPT drivel in here in the future, and this can be achieved in lua as well, so as to not force people to use another programming language and interpreter when they don't need to.
Re: fixed
Also for the love of everything, do not blank your original post or edit the topic to "FIXED", that's quite disrespectful to anyone that would have learned something from whatever it was.
- Wed Feb 21, 2024 8:12 pm
- Forum: General
- Topic: why am i getting the error:
- Replies: 2
- Views: 651
Re: why am i getting the error:
Try indenting your code correctly, that usually instantly reveals where you have end-related issues.
Also use code blocks please.
Also use code blocks please.
- Thu Feb 01, 2024 6:45 am
- Forum: General
- Topic: Zerobrane. and love
- Replies: 4
- Views: 1036
Re: Zerobrane. and love
Aspiring game dev you might be, but you're not inspiring me too much...
As for conf.lua, you don't necessarily need to have that.
As for conf.lua, you don't necessarily need to have that.
- Mon Jan 15, 2024 7:25 pm
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 15078
Re: love.thread stopping when .newImageData is called?
As brot said, that's probably the issue; from the wiki : When a Thread is started, it only loads love.data, love.filesystem, and love.thread module. Every other module has to be loaded with require. Also, you can get the error from a dead thread i believe, so that would have been helpful to us and y...
- Sat Jan 06, 2024 5:39 am
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 101741
Re: Audio Source GC
You can also call :clone on Sources, which can be useful if you want your sound effects, if called faster than they would have ended, to not get cut off by you just restarting one of each... although bookkeeping might turn a bit more complicated. Thanks, clone sounds like it might be what I want/ne...
- Fri Jan 05, 2024 12:19 am
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 101741
Re: Audio Source GC
Streamed music that gets loaded in currently takes up as much space as it does on disk, so if your music is in mp3 or ogg files, then they'll take up less than if they'd be in flac or wav. (assuming an average of 10 MB per track, for 40 tracks, that's 400 megabytes) Static sources completely decode ...
- Thu Jan 04, 2024 7:42 pm
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 101741
Re: Audio Source GC
I will add to this that while short sound effect sounds being loaded into RAM is fine, music files can be quite large (even streamed ones, since the non-decoded file does get loaded into ram in its entirety... a thing that can be toggled from löve 12.0 onwards), so keeping all tracks in there might ...
- Mon Jan 01, 2024 9:03 am
- Forum: Support and Development
- Topic: I need help with loading lua files (my brain cannot comprehend the wiki)
- Replies: 1
- Views: 5586
Re: I need help with loading lua files (my brain cannot comprehend the wiki)
Hi and welcome to the forums. So, first off, löve uses a virtual filesystem where the root '/' points to two places; one being the save directory, and one being the place where main.lua is in. - You can run a folder containing main.lua with löve, and it'll run your project. - You can put the *conten...