Search found 184 matches

by easy82
Tue May 28, 2013 10:53 pm
Forum: Support and Development
Topic: Drag & drop from outside
Replies: 4
Views: 2020

Re: Drag & drop from outside

I guess it's not LÖVE or lua, no. What I wanted to do is to make it easier to use the tool I'm creating, by dragging and dropping a file or directory into its window. Also, later I've realized how cool this would be with the LÖVE player itself! Just starting LÖVE and dragging a .love file into it, n...
by easy82
Sat May 25, 2013 1:48 pm
Forum: Support and Development
Topic: Drag & drop from outside
Replies: 4
Views: 2020

Re: Drag & drop from outside

Okay, thanks!
by easy82
Sat May 25, 2013 9:38 am
Forum: Support and Development
Topic: Drag & drop from outside
Replies: 4
Views: 2020

Drag & drop from outside

Hello!

Just a quick question, is it possible somehow to drag a file or folder from e.g. a file browser, and drop it in a LÖVE window, and to catch this as an event and an argument in LÖVE?
I didn't find anything on this topic.

Thanks in advance!
Cheers,
easy
by easy82
Fri May 24, 2013 2:11 pm
Forum: Support and Development
Topic: What's that trick to locking Löve to a specific FPS?
Replies: 11
Views: 5065

Re: What's that trick to locking Löve to a specific FPS?

Nitpick, but easy82's code is creating a new closure for that update function every loops. Yes, it's really convenient, this way I could put it into a module nicely. What is the problem with that? I'm always willing to learn something new. Of course, there's a huge number of problems with doing it ...
by easy82
Thu May 23, 2013 5:44 pm
Forum: Support and Development
Topic: What's that trick to locking Löve to a specific FPS?
Replies: 11
Views: 5065

Re: What's that trick to locking Löve to a specific FPS?

10ms is probably a bad value though, since that's 100fps, which most people are not going to have (because of vsync), therefore you'll be getting weird framerate dips every once in a while (whenever you do a double update to correct for this), I'd recommend going no higher than 60fps. Good advice! ...
by easy82
Thu May 23, 2013 10:48 am
Forum: Support and Development
Topic: What's that trick to locking Löve to a specific FPS?
Replies: 11
Views: 5065

Re: What's that trick to locking Löve to a specific FPS?

I've got a really neat trick I've learned over time, and it's also really simple. Here is the main idea: 1. You always draw everything whenever you can. 2. You use a fixed timestep on your update function(s). So the way I do this is the following: - Say my fixed timestep is 10ms. - No matter if more...
by easy82
Wed May 22, 2013 3:32 pm
Forum: Ports
Topic: LÖVELINESS a LÖVE Chrome Extension
Replies: 126
Views: 99514

Re: LÖVELINESS a LÖVE Chrome Extension

Hey everyone, I just wanted to say that LÖVELINESS v0.2.0 is now available on the Chrome Web Store! Some features: * persistent storage! (i.e. writing files/directories via love.filesystem.* works now) * loading links via the context menu: right-click on a link, and choose "Open with LÖVELINES...
by easy82
Sat May 11, 2013 8:18 pm
Forum: Games and Creations
Topic: Mr. Rescue released!
Replies: 14
Views: 8451

Re: Mr. Rescue released!

Wow! This is an outstanding LÖVE game! Congratulations! :D I love the graphics, the music and the sounds, they all add a nice retro feeling to the game. The game idea is also very good, reminds me classics like Donkey Kong. The execution is very smooth, I can see how much effort you guys put into th...
by easy82
Sun May 05, 2013 2:50 pm
Forum: Support and Development
Topic: Physics questions
Replies: 2
Views: 1500

Re: Physics questions

Not sure I fully understand what you're asking, but for 1. I would always store a "pointer" to a table of metadata (that table might also be the object it is describing) and I'd but some type information in there. Usually something like: local data = { player=true, blocking=false, object=...
by easy82
Sun May 05, 2013 7:43 am
Forum: Support and Development
Topic: Physics questions
Replies: 2
Views: 1500

Physics questions

Hi! 1. I'm trying to figure out what is the best way to identify a collider object when using the physics callbacks. How do you guys do it? A) Set the UserData attribute to store 'player.one', 'player.two', 'block.simple.22', 'block.triggered.56', etc. Then I could parse the string, and use it to id...