Search found 67 matches
- Sun Sep 30, 2012 10:06 am
- Forum: General
- Topic: Battle of the Lua Game Engines: Corona vs. Gideros vs. Love
- Replies: 21
- Views: 12394
Re: Battle of the Lua Game Engines: Corona vs. Gideros vs. L
I think if LOVE ran on Android and iOS the conclusions would have been different.
- Sun Sep 30, 2012 9:57 am
- Forum: General
- Topic: What IDE are you using?
- Replies: 105
- Views: 36818
Re: What IDE are you using?
I like my Photoshop, Visual Studio, and all that fancy stuff Windows has to offer. :D Visual Studio might be a viable option, but from what I hear, writing plugins for it is a pain, plugins break with every new release, and the free versions don't even include the plugin API. Really, open source pr...
- Thu Sep 27, 2012 4:57 am
- Forum: General
- Topic: LOVE & Hadoukens? Q's on Timing, Netplay, Rollback
- Replies: 4
- Views: 2427
Re: LOVE & Hadoukens? Q's on Timing, Netplay, Rollback
Net code is always difficult. Estimate 1 man-month of work just to get it right. That estimate sound about right. I think I'm going to have to shell out some $$$ to a freelance coder to get a quality implementation. (I'm a freelance illustrator, so I have no objection in doing so.) If/when I do get...
- Tue Sep 25, 2012 4:13 pm
- Forum: General
- Topic: LOVE & Hadoukens? Q's on Timing, Netplay, Rollback
- Replies: 4
- Views: 2427
LOVE & Hadoukens? Q's on Timing, Netplay, Rollback
I'm interested in using LOVE as a framework for a fighting game, in the same ilk as Mugen or FM2K. I have a few technical questions first: Timing: Is LOVE's internal timer and/or loop event accurate enough? Fighting games need to maintain a steady 60 FPS. Timings for inputs and internal calculations...
- Tue Jul 03, 2012 8:02 pm
- Forum: Support and Development
- Topic: Remove the love namespace
- Replies: 4
- Views: 1795
Re: Remove the love namespace
Thanks guys.
I actually iterated thru the love module, and there's some stuff that doesn't need to get thrown into _G which isn't prefixed with _. Santos' solution will work just fine.
I actually iterated thru the love module, and there's some stuff that doesn't need to get thrown into _G which isn't prefixed with _. Santos' solution will work just fine.
- Tue Jul 03, 2012 6:13 am
- Forum: Support and Development
- Topic: Remove the love namespace
- Replies: 4
- Views: 1795
Remove the love namespace
Hi, is there an easy way to dump all of the love.* modules/functions into the global namespace, excluding hidden things that start with an underscore? I want to type code like this: function load() ... end function update() ... end graphics.print(...) It seems like there should be a programmatic way...
- Tue Jul 03, 2012 3:00 am
- Forum: General
- Topic: New Developer Here!
- Replies: 2
- Views: 2633
Re: New Developer Here!
Hi!
Regarding collision detection, LOVE has a rich physics module which is an interface to Box2D. Perhaps you weren't aware of this?
Regarding collision detection, LOVE has a rich physics module which is an interface to Box2D. Perhaps you weren't aware of this?
- Sun Jul 01, 2012 8:15 am
- Forum: General
- Topic: Offline LÖVE documentation for download
- Replies: 106
- Views: 619249
Re: Offline LÖVE documentation for download
I could kiss you on your mouth, sir. Thanks a lot.Santos wrote:Here is a one page HTML LÖVE API reference.
- Tue Jun 26, 2012 6:08 am
- Forum: General
- Topic: Game License
- Replies: 1
- Views: 1510
Re: Game License
GPL might be considered overly board for images and sounds. It's really designed for 'source', as in source code. If you're going to be dotting your I's and crossing your T's, you'll want an explicit license for non-code assets, regardless of what code license your team chooses.
- Tue May 01, 2012 12:23 pm
- Forum: General
- Topic: Selection widgets
- Replies: 1
- Views: 1202
Re: Selection widgets
If by "supports" you mean "build your own from scratch", then yes. The LOVE API provides all the hooks you need to make a nice GUI, but you have to do the actual making.