Search found 38 matches

by AuahDark
Tue Jul 09, 2019 8:49 am
Forum: Libraries and Tools
Topic: [11.3] AdMob support for Android + EU Consent
Replies: 92
Views: 76845

Re: [11.2] AdMob support for Android + EU Consent

There's also https://github.com/love2d/love-android/tree/0.11.x if you prefer GitHub. Also that's the most up-to-date repository.

You can try to create new git repository of your current fork then merge to it. Make sure to resolve any merge conflicts (in your case there would be much).
by AuahDark
Tue Jul 09, 2019 4:41 am
Forum: Libraries and Tools
Topic: [11.3] AdMob support for Android + EU Consent
Replies: 92
Views: 76845

Re: [11.2] AdMob support for Android + EU Consent

I would suggest updating to nightly 11.3 instead because there's important fixes for mobile devices, especially performance regression and video playback problem found on Adreno GPUs. Syncing the dependencies to the ones with original repository is also good idea because I updated some of the librar...
by AuahDark
Thu Jul 04, 2019 6:18 am
Forum: Support and Development
Topic: SDL Error when launching a game on android
Replies: 1
Views: 5106

Re: SDL Error when launching a game on android

It seems that fork of LOVE for Android is using GNUSTL for the C++ runtime library. It's worth noting that GNUSTL C++ runtime is no longer supported in recent NDK. The best way to fix this is to use atleast NDK r16 and using the original repository as it has been updated to use libc++ runtime instea...
by AuahDark
Tue Dec 18, 2018 12:28 pm
Forum: Support and Development
Topic: Any way to determine the vsync wait time?
Replies: 3
Views: 1567

Re: Any way to determine the vsync wait time?

There's actually

Code: Select all

refreshrate
key in table that is returned at 3rd return value of love.window.getMode. If you calculate

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1/refreshrate - updateDrawTime
where

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updateDrawTime
is time needed to update and draw your game (before love.graphics.present call), that's your vsync wait time.
by AuahDark
Sun Jun 03, 2018 7:00 am
Forum: Games and Creations
Topic: Live2D model rendering in LOVE
Replies: 3
Views: 3370

Re: Live2D model rendering in LOVE

For lip sync, I'm sure you just need to modify "PARAM_MOUTH_OPEN_Y" parameter, and this library allows you to do that.

Code: Select all

local Live2LOVEModel = Live2LOVE.loadModel("model_definition.json")
Live2LOVEModel:setParamValue("PARAM_MOUTH_OPEN_Y", lipsyncValue, 0.8)
by AuahDark
Sat Jun 02, 2018 3:54 pm
Forum: Games and Creations
Topic: Live2D model rendering in LOVE
Replies: 3
Views: 3370

Live2D model rendering in LOVE

It's good to know that I'm the first one who attempt to create this thing. Click the image to open the video. https://i.imgur.com/sKQwfPr.png I have some reasons why I create this: So I can see BanG Dream! character models (now I can see my best girl models :P ). Because no one ever attempt to use L...
by AuahDark
Thu Feb 01, 2018 2:28 pm
Forum: Support and Development
Topic: (REOPENED) Issue booting love2d 9.0 or later builds of love2d.
Replies: 13
Views: 2159

Re: (SOLVED) Issues booting love2d 9.0 or later builds of love2d.

If your GPU supports DirectX 9.0c, then there's high chance you can run LOVE with OpenGLES using ANGLE. The DLLs that you need is libEGL.dll and libGLESv2.dll and it's normally located in your Firefox/Chrome installation.
by AuahDark
Fri Jan 05, 2018 12:00 pm
Forum: Libraries and Tools
Topic: Lily - LÖVE Async Loading Library
Replies: 1
Views: 1516

Lily - LÖVE Async Loading Library

TL;DR: love-loader but uses events and multiple CPUs Single loading example local lily = require("lily") local myimage local mysound function love.load() lily.newImage("image.png"):onComplete(function(userdata, image) -- In v2.0, there's "userdata" before the return value myimage = image end) lily.n...