Thanks, I must have read the documentation wrong or something.Positive07 wrote:There it says 242*scale in the y argument, so it is translating your game screen 242*scale pixels up...TurtleP wrote:-snip-
Search found 147 matches
- Tue May 26, 2015 11:07 pm
- Forum: LÖVE-Android
- Topic: love-android-sdl2 (native, 0.9.2)
- Replies: 324
- Views: 416348
Re: love-android-sdl2 (native, 0.9.0)
- Tue May 26, 2015 1:23 am
- Forum: LÖVE-Android
- Topic: love-android-sdl2 (native, 0.9.2)
- Replies: 324
- Views: 416348
Re: love-android-sdl2 (native, 0.9.0)
It shouldn't translate the game window if you give setTextInput x/y/w/h arguments that would be completely visible on-screen even with the keyboard visible as well. Sorry for the late reply on this, but I've tried it just now and it still translates the window. Code: https://love2d.org/imgmirrur/G5...
- Wed Apr 01, 2015 1:50 pm
- Forum: LÖVE-Android
- Topic: love-android-sdl2 (native, 0.9.2)
- Replies: 324
- Views: 416348
Re: love-android-sdl2 (native, 0.9.0)
Oh, okay. I just thought that it was weird since in other mobile app games the keyboard input doesn't translate the game graphics upward.
- Wed Apr 01, 2015 1:55 am
- Forum: LÖVE-Android
- Topic: love-android-sdl2 (native, 0.9.2)
- Replies: 324
- Views: 416348
Re: love-android-sdl2 (native, 0.9.0)
I've been wondering: why does setTextInput's keyboard translate the game's graphics upward? Is this just me, or does it happen to everyone else?
- Sat Jan 31, 2015 6:04 pm
- Forum: Ports
- Topic: [DEPRECATED] Experimental iOS port (LÖVE 0.9.2)
- Replies: 129
- Views: 125512
Re: Experimental iOS port (LÖVE 0.9.x)
I would love to do some iOS testing for my game's mobile port, and I'm trying to have a friend compile it on his Mac OS X. He keeps getting an Apple LLVM 6.0 error though when he tries to build it. Any suggestions as to what is wrong?
- Fri Oct 31, 2014 4:12 pm
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166236
Re: LOVE3D: For Realsies
Will do! I will also check out the .love once I get on my laptop, since this computer where I'm at doesn't have shader supportKarai17 wrote:If you check out the math library I posted about (Simplex), you'll note there are several other modules with lots of interesting stuff.
- Fri Oct 31, 2014 4:09 pm
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166236
Re: LOVE3D: For Realsies
I asked these questions because I am interested, and also because I code addons (which use Lua) for Garry's Mod. The system they use is stuff like: Vector(number, number, number) which makes a new Vector Player.GetEyeTrace() returns where the game's cursor is looking toward and things like: is this ...
- Fri Oct 31, 2014 3:56 pm
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166236
Re: LOVE3D: For Realsies
Last question (you're probably getting annoyed with all my questions :| ) If a model has a rigged animation such as walk, indexed as ACT_WALK, how do you plan to play the animation? I'm asking this because it looks like you made your original video look as though you moved a ton of bones on the mode...
- Fri Oct 31, 2014 3:43 pm
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166236
Re: LOVE3D: For Realsies
Oh. That's interesting.. noise generators making floors. Do you think using something like a .obj file would be used in the future or no?Karai17 wrote:The terrain is 100% procedurally generated using a Simplex Noise Generator we found.
- Fri Oct 31, 2014 3:41 pm
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166236
Re: LOVE3D: For Realsies
Makes sense now. Also, how did you make the world floor for the game? Is that from something like Sketchup where you'd import a .obj file (or something of the likes) and it converts it to a physical floor?