Search found 72 matches

by Evine
Fri Apr 03, 2015 11:38 am
Forum: Support and Development
Topic: Love ignores resolution settings in Conf and SetMode
Replies: 3
Views: 2126

Re: Love ignores resolution settings in Conf and SetMode

I'd guess you have scaling enabled in windows.

Similar issue:
viewtopic.php?f=3&t=79614&p=179911#p179911
by Evine
Sun Mar 22, 2015 1:04 am
Forum: Support and Development
Topic: .love file
Replies: 5
Views: 2471

Re: .love file

"main.lua" not "Main.lua"

An annoying little Windows "feature/bug". Windows doesn't care about the capitation of files. But the "zipped" file do care...
by Evine
Wed Mar 18, 2015 1:42 am
Forum: Support and Development
Topic: separating files causes unexpected nil values
Replies: 2
Views: 1710

Re: separating files causes unexpected nil values

You set the variables in the wrong order. Enemy.sprite_index = spr_agent -- Here spr_agent is = nil spr_agent = {} -- Now spr_agent becomes an table -- Enemy.sprite_index is still = nil Be aware that the love.load() function is called after the variables outside functions is set. function love.load(...
by Evine
Fri Mar 13, 2015 3:46 pm
Forum: Support and Development
Topic: Resetting all of Löve's callbacks?
Replies: 14
Views: 2864

Re: Resetting all of Löve's callbacks?

A simple assert seems to be the best solution here. Unless you want to continue running the game after the "error" function checkLoveVersion() local major, minor, revision = love.getVersion( ) assert(major == 0 and minor == 9 and revision == 2 , "Wrong Love version" ) end Take a ...
by Evine
Sat Feb 28, 2015 2:00 am
Forum: General
Topic: Live code reloading in Lua
Replies: 5
Views: 4717

Re: Live code reloading in Lua

I'm also watching Handhero. And I don't plan to implement a looping feature similar to what Casey implemented. I'm not convinced it's really that super useful for anything, a slight time saver if anything. The purpose of the "free variables" is to reset certain variables each time the code...
by Evine
Fri Feb 27, 2015 2:19 am
Forum: General
Topic: Live code reloading in Lua
Replies: 5
Views: 4717

Re: Live code reloading in Lua

I've been working on something similar as well. I've made it slightly more robust. The biggest problem with what i have is that values doesn't get reset to nil if you removed them from the code and reload. Say a = 5 is in the program when you start it. love.graphics.print(a) -- will print 5. Remove ...
by Evine
Tue Feb 17, 2015 2:01 am
Forum: General
Topic: Programs to practice coding
Replies: 6
Views: 3820

Re: Programs to practice coding

I'm having fun with some instant self loading code. So much fun.

Very minimal example.

Code: Select all

 --Put this in main.lua
function love.update(dt)
	main = love.filesystem.load("main.lua")
	main()
end
by Evine
Mon Feb 16, 2015 1:32 am
Forum: General
Topic: Calculating a constant random speed within love.update
Replies: 4
Views: 2140

Re: Calculating a constant random speed within love.update

I've changed these 2 functions so that "rand = math.random(1, 5)" is only called when the food is removed by the player or by the floor. Thinking about it. "local min" , "local max" and "local rand" should all just be in "food.spawn" function food.co...
by Evine
Mon Feb 16, 2015 12:29 am
Forum: General
Topic: LÖVE 0.9.2 Released
Replies: 59
Views: 82209

Re: LÖVE 0.9.2 Released

megalukes wrote:Ah, full screen mode solve this, but everytime I'm using window mode fps is low. Now that I updated my graphic card it's stuck at 30~40.
Try breaking the love.timer.sleep function. Just add this line.

Code: Select all

function love.timer.sleep() end
by Evine
Sun Feb 15, 2015 3:53 am
Forum: General
Topic: LÖVE 0.9.2 Released
Replies: 59
Views: 82209

Re: LÖVE 0.9.2 Released

t.window.x and t.window.y makes for surprisingly convenient window placements :D Now to start using "refreshrate" for fixed timestep. :D "love.joystick.loadGamepadMappings" for easy gamepad support :D Figure out how to best implement keyboard independent layout with "love.ke...