Search found 35 matches

by adekto
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
by adekto
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
by adekto
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
by adekto
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?

Image
by adekto
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
by adekto
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...
by adekto
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

:ehem:
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
by adekto
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 ...
by adekto
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...
by adekto
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?