Search found 35 matches
- Wed May 06, 2015 2:59 am
- Forum: Ports
- Topic: loveJS - LÖVE API in javascript
- Replies: 5
- Views: 12796
Re: loveJS - LÖVE API in javascript
i have played around with this web implementation of löve and its really great, this deserves some attention
- Wed Mar 11, 2015 11:20 am
- Forum: Ports
- Topic: Punchdrunk - Another Love-to-Web tool.
- Replies: 22
- Views: 25068
Re: Punchdrunk - Another Love-to-Web tool.
im trying to get this thing running but its just not working. idk what im doing wrong none of that npm stuff is working iand testing it on a server it wast working ether
- Fri May 02, 2014 8:12 pm
- Forum: Support and Development
- Topic: translate and scale on mouse
- Replies: 1
- Views: 1381
translate and scale on mouse
hi iv been trying out the newer love.graphics.translate and love.graphics.scale for making resizable windows work better but i hit a snag with the mouse interface
the mouse and the graphics don't seem to make sense now and i don't know a obvious way to to make it work
the mouse and the graphics don't seem to make sense now and i don't know a obvious way to to make it work
- Wed Apr 09, 2014 3:16 pm
- Forum: Ports
- Topic: [DEPRECATED] Experimental iOS port (LÖVE 0.9.2)
- Replies: 129
- Views: 125370
Re: Experimental iOS port (LÖVE 0.9.x)
hi i can get it compiled but the .love file wont run (just a hello world love file)
what name did the love file need to have, any place to set a path?
what name did the love file need to have, any place to set a path?
- Fri Sep 06, 2013 4:25 pm
- Forum: LÖVE-Android
- Topic: OUYA
- Replies: 58
- Views: 48826
Re: OUYA
apk works
needs a fix for the controler
needs a fix for the controler
- Wed Aug 07, 2013 8:26 pm
- Forum: LÖVE-Android
- Topic: OUYA
- Replies: 58
- Views: 48826
Re: OUYA
just got my ouya today, try'd a few games so the they usually use the homebuton to leave for finalfantasy3 (wich is flipping amazing btw) it use y (top button action button) as a menu, since the game is very menu dependent i do wish they fix the mouse (the trackpad) if u cued program it so u slide i...
- Mon Aug 05, 2013 4:28 pm
- Forum: Support and Development
- Topic: Displaying multiple tile maps
- Replies: 4
- Views: 3223
Re: Displaying multiple tile maps
since u are using tiled, u can also just copy past all your maps into 1, my understanding love will perform exactly the same, maybe better since it wont need to calculate one map in relation to another
- Sat Aug 03, 2013 7:27 am
- Forum: Support and Development
- Topic: Displaying multiple tile maps
- Replies: 4
- Views: 3223
Re: Displaying multiple tile maps
interesting what you are trying to do. the way u can do it is little bit like this, have a your maps(red and yellow) inside a overall map(green) and every small part of the map needs a header of its x and y position and its length and height so when you're outside the map then read from the overall ...
- Wed Jun 26, 2013 2:49 am
- Forum: Support and Development
- Topic: feedback on game idea
- Replies: 7
- Views: 4528
Re: feedback on game idea
so as far as i understand: you want to make a good looking game without paying much attention to detail or animation? you dont want good art because the collision detection is "sloppy"? and u want to make the art look like dragonball kirby? so i dont really see why u wood make lesser art j...
- Mon Apr 15, 2013 12:57 pm
- Forum: Libraries and Tools
- Topic: Randomly Generated Tiles & Pathbuilding
- Replies: 7
- Views: 5914
Re: Randomly Generated Tiles & Pathbuilding
i like the software pirate idea, and a metro transport, but anyway i dont know if u heard of the bord game carcassonne, it got a similar map structure, but its allot more tiles
if i may ask since this is still gona be like a beord game, how wood a game of transit play?
if i may ask since this is still gona be like a beord game, how wood a game of transit play?