Search found 66 matches
- Tue Dec 31, 2013 3:07 am
- Forum: Games and Creations
- Topic: Santacid
- Replies: 8
- Views: 5041
Re: Santacid
I created a new issue on the bug tracker: https://bitbucket.org/rude/love/issue/8 ... ks-scissor
- Tue Dec 31, 2013 12:36 am
- Forum: Games and Creations
- Topic: Santacid
- Replies: 8
- Views: 5041
Re: Santacid
I don't store any state regarding resolution so it sounds like a LOVE issue. The bug seems to be related to the size of the canvas, which I have at 1280x720, the same resolution as the game's "reference" resolution. If the window is sized to any other resolution (and thus affecting the cli...
- Tue Dec 31, 2013 12:08 am
- Forum: Games and Creations
- Topic: Santacid
- Replies: 8
- Views: 5041
Re: Santacid
I encountered a bug, in the Snake-level, after having eaten mushrooms, when the game changes to the text, from then on the top half of the screen is black. My Klua engine uses a scissors rectangle to create black bars so that it can maintain aspect ratio when scaling. For some reason, when I draw t...
- Mon Dec 30, 2013 8:52 pm
- Forum: Games and Creations
- Topic: Santacid
- Replies: 8
- Views: 5041
Santacid
This is a game I made for the Glorious Trainwrecks Sekret Santa event. You need LOVE 0.9 to run this. You also need shader support, because it features shader-based gameplay! Yes, that is a thing. http://dl.dropboxusercontent.com/u/44166053/AkuYoshi/santacid-title.png http://dl.dropboxusercontent.co...
- Mon Dec 30, 2013 6:19 am
- Forum: General
- Topic: Controlling FPS within the Love2D framework
- Replies: 8
- Views: 12195
Re: Controlling FPS within the Love2D framework
Actually, there is, as long as you keep a running track of how much time has been spent. Keep adding dt to your running count on time until it is larger than that of your target framerate, then keep processing frames (up to some max limit), and for each processed frame subtract from the running coun...
- Tue Dec 24, 2013 6:44 am
- Forum: General
- Topic: Controlling FPS within the Love2D framework
- Replies: 8
- Views: 12195
Re: Controlling FPS within the Love2D framework
Simply sleep()ing for the amount of ms of your target FPS will actually make your FPS lower than the target, especially if your game is doing heavy work. If you are targeting 60 FPS, that makes 16.667 ms between frames. Let's say that your game takes a combined total of 5 ms to process logic and dra...
- Thu Dec 19, 2013 9:37 pm
- Forum: General
- Topic: Best way to iterate and remove
- Replies: 11
- Views: 5804
Re: Best way to iterate and remove
For my engine, I wrote an ObjectList class that handles this pretty nicely. The idea is that changes (added/removed objects) only become "visible" after performing a manual sync on the list object for performance and consistency reasons. Generally one would perform the sync between each it...
- Thu Dec 19, 2013 9:17 pm
- Forum: General
- Topic: LÖVE 0.9.0 released
- Replies: 87
- Views: 88586
Re: LÖVE 0.9.0 released
A syntax error in the loaded file is (hopefully) exceptional, therefore it's a proper error. I've been thinking about this for a while, and then remembered that an error also gets thrown if the system runs out of memory while trying to load properties. A change in game behavior as a result of OOM i...
- Thu Dec 19, 2013 7:52 am
- Forum: General
- Topic: LÖVE 0.9.0 released
- Replies: 87
- Views: 88586
Re: LÖVE 0.9.0 released
Hmm, so is the pcall() on love.filesystem.load still necessary? Or should users not worry about it? I'm not sure what circumstances "internal error" refers to.
Edit: Looks like it still throws an error if the loaded file has a syntax error, so I'll go ahead and put the pcall() back in.
Edit: Looks like it still throws an error if the loaded file has a syntax error, so I'll go ahead and put the pcall() back in.
- Thu Dec 19, 2013 5:20 am
- Forum: General
- Topic: LÖVE 0.9.0 released
- Replies: 87
- Views: 88586
Re: LÖVE 0.9.0 released
Exciting release! I just updated my own engine code to 0.9. There's some undocumented breakage(?) in love.filesystem.load(). When the file it is trying to load doesn't exist, it simply returns nil. Previously the function would call error() stating that the file did not exist. This is actually a wel...