Search found 375 matches

by bmelts
Thu Oct 20, 2011 7:45 am
Forum: General
Topic: Huge success
Replies: 6
Views: 1104

Re: Huge success

Very cool. I see the background changes to reflect the values of the sliders - how challenging would it be to color the sliders themselves to reflect what color things would be if you moved them? Akin to this.
by bmelts
Sun Oct 16, 2011 10:58 pm
Forum: Games and Creations
Topic: Qbic: The adventure begin [FROZEN]
Replies: 10
Views: 2526

Re: Qbic: The adventure begin

tentus wrote:I was able to put together a working system in Kurosuke with Box2D without as much difficulty as everyone seems convinced of, but it does mean I can't do one-way platforms.
LÖVE 0.8.0 will make one-way platforms a possibility. :D
by bmelts
Sun Oct 16, 2011 10:46 pm
Forum: Support and Development
Topic: Rendering bug with .ttf font.
Replies: 4
Views: 987

Re: Rendering bug with .ttf font.

I'm afraid there's nothing we can really do on the LÖVE end of things. It appears to be a glitch either in the font or with FreeType's rendering - the advance is indeed reported as 0. LÖVE is just doing what it's told to by FreeType. This isn't the only time this issue has appeared - cf https://netb...
by bmelts
Sun Oct 16, 2011 8:11 am
Forum: Support and Development
Topic: 64 bit Love for windows?
Replies: 7
Views: 1387

Re: 64 bit Love for windows?

T-Bone wrote:Note that OSX doesn't have a 64-bit version either.
It will once 0.8.0 is released. :)
by bmelts
Thu Oct 13, 2011 11:33 pm
Forum: Support and Development
Topic: Inside out shape
Replies: 7
Views: 1426

Re: Inside out shape

In LÖVE 0.8.0, you'll have access to Box2D 2.2.1, which adds ChainShape, which might well be what you're looking for - a series of EdgeShapes. Create a looped ChainShape in a circle (or something approximating it), then have smaller CircleShapes inside. ChainShapes handle collision on both sides, so...
by bmelts
Tue Oct 11, 2011 6:11 am
Forum: Support and Development
Topic: graphics.scale not working as expected
Replies: 2
Views: 619

Re: graphics.scale not working as expected

If you want the pixelly look, you'll need to set the filter mode of your images to nearest-neighbor interpolation, which will make things pixelly and aliased-looking.
by bmelts
Mon Oct 10, 2011 7:21 am
Forum: Games and Creations
Topic: Ninja vs. Samurai
Replies: 39
Views: 19887

Re: Ninja vs. Samurai

Holy shit, it's mike.

Also, this is pretty sweet.
by bmelts
Fri Sep 30, 2011 1:29 pm
Forum: Support and Development
Topic: How to View print()-ed stuff.
Replies: 11
Views: 2364

Re: How to View print()-ed stuff.

open's not going to help you here. What you want is to call the love executable directly. There's two ways of doing this: 1) Refer to it every time. You'll need to know where you installed LÖVE for this - for instance, if you put love.app in /Applications, the command would be "/Applications/love.ap...
by bmelts
Wed Sep 28, 2011 2:22 am
Forum: General
Topic: Future for PowerPC Linux?
Replies: 8
Views: 1968

Re: Future for PowerPC Linux?

Dropping support for PPC Macs is more Apple than anything else - the most recent version of their tools doesn't support compiling for PPC, and Apple have established pretty clearly that Intel-only is the way forward, so 0.8.0 will not have an official PPC version. However, there's nothing in the cod...
by bmelts
Sat Sep 24, 2011 3:53 am
Forum: Support and Development
Topic: Upcoming Physics changes
Replies: 13
Views: 1621

Re: Upcoming Physics changes

I finally finished the bulk of the updating today - the rest will just be finding bugs and the like. Basically, everything you know is wrong - Shapes now need Fixtures to attach to Bodies, Worlds have no explicit size, there are new kinds of shapes, new kinds of joints, new methods, new collision ca...