Search found 147 matches

by TurtleP
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)

Positive07 wrote:
TurtleP wrote:-snip-
There it says 242*scale in the y argument, so it is translating your game screen 242*scale pixels up...
Thanks, I must have read the documentation wrong or something.
by TurtleP
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...
by TurtleP
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.
by TurtleP
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?
by TurtleP
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?
by TurtleP
Fri Oct 31, 2014 4:12 pm
Forum: Libraries and Tools
Topic: LÖVE3D
Replies: 201
Views: 166236

Re: LOVE3D: For Realsies

Karai17 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.
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 support :P
by TurtleP
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 ...
by TurtleP
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...
by TurtleP
Fri Oct 31, 2014 3:43 pm
Forum: Libraries and Tools
Topic: LÖVE3D
Replies: 201
Views: 166236

Re: LOVE3D: For Realsies

Karai17 wrote:The terrain is 100% procedurally generated using a Simplex Noise Generator we found.
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?
by TurtleP
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?