Search found 1459 matches

by T-Bone
Thu Mar 31, 2016 11:24 am
Forum: Ports
Topic: LöveFTW - preview release
Replies: 81
Views: 61591

Re: LöveFTW - preview release

About UWP apps on Xbox One, you'd still need an ID@Xbox account and sign an NDA if you want to release games (non-game apps don't need that). So it's still not trivial to get your game out there... But it should be technically possible. LöveFTW for W10 UWP is nearly finished, but needs some final tw...
by T-Bone
Sun Mar 27, 2016 9:15 pm
Forum: Support and Development
Topic: Very huge delay to load streamed .mp3 files
Replies: 11
Views: 1451

Re: Very huge delay to load streamed .mp3 files

Now that I think some more about it, I'm not quite sure how streaming in Löve works. It could be that it reads and loads the sound files compressed into RAM, and then transform that into uncompressed, playable audio when you start playing. Compressed sound files can be quite small...
by T-Bone
Sun Mar 27, 2016 7:35 pm
Forum: Ports
Topic: LöveFTW - preview release
Replies: 81
Views: 61591

Re: LöveFTW - preview release

Just wondering, would you guys be interested in merging my changes into Löve's source code? There are very few changes, and it would be convenient to be able to use Löve's source code unchanged. Yeah definitely. Can you send us a pull request? I'm using git on github, so I'm not quite sure how to d...
by T-Bone
Sun Mar 27, 2016 9:03 am
Forum: Ports
Topic: LöveFTW - preview release
Replies: 81
Views: 61591

Re: LöveFTW - preview release

Nice! Just a heads up, the too-dark colors on the sprites is a bug in LÖVE that manifests when gamma correction is requested but not supported on OpenGL ES backends – I plan to fix it ASAP. EDIT: It should be fixed in the latest LÖVE source code on Bitbucket. Nice! LöveFTW is currently using the 0....
by T-Bone
Sat Mar 26, 2016 7:25 pm
Forum: Support and Development
Topic: Very huge delay to load streamed .mp3 files
Replies: 11
Views: 1451

Re: Very huge delay to load streamed .mp3 files

I just want to add that if you're really loading the songs for streaming, then preloading everything wouldn't cause memory usage to skyrocket much at all. It's essentially just pointers to the files, it doesn't store much audio data for the files until you start playing.
by T-Bone
Sat Mar 26, 2016 10:33 am
Forum: Ports
Topic: LöveFTW - preview release
Replies: 81
Views: 61591

Re: LöveFTW - preview release

Well, look at that! :neko:
by T-Bone
Thu Mar 24, 2016 7:59 am
Forum: General
Topic: How do I protect my game?
Replies: 9
Views: 1875

Re: How do I protect my game?

D0NM wrote: How to protect .LUA files from plain reading / changing?
You can't, really. Not in a meaningful way. You can make the code harder to understand (by obfuscation or by byte-code compiling) but that doesn't really protect it in any meaningful way.
by T-Bone
Mon Mar 21, 2016 9:44 pm
Forum: Support and Development
Topic: request. IMAGE instead of USERDATA
Replies: 10
Views: 2215

Re: request. IMAGE instead of USERDATA

slime wrote:It already does that:

Code: Select all

love.graphics.draw("cat.png", 10, 10)
LÖVE wrote:Error: main.lua:1: bad argument #1 to 'draw' (Drawable expected, got string)
I take everything back. My bad :P
by T-Bone
Mon Mar 21, 2016 5:14 pm
Forum: General
Topic: GSoC 2016 Ideas
Replies: 5
Views: 1175

Re: GSoC 2016 Ideas

SiENcE wrote: What about Windows UWP investigations?
I'm currently working on porting Löve to the Windows 10 UWP :neko:
by T-Bone
Mon Mar 21, 2016 8:17 am
Forum: General
Topic: Modules and scope
Replies: 9
Views: 1448

Re: Modules and scope

The one big benefit that I see with having a local require at the top of each file that uses something, is that for people reading only this file it will be more clear where things come from. If you're using globals, I'd strongly recommend to make it as easy as possible to find where these globals a...