Yeah, version 11 has a big code-breaking change: RGB values are in the range 0-1 instead of 0-255. So anywhere you use love.graphics.setColor or love.graphics.setBackgroundColor, you need to divide the values by 255 (unless you got them straight from getColor/getBackgroundColor).
--Josh
Search found 33 matches
- Mon Apr 02, 2018 4:49 pm
- Forum: Support and Development
- Topic: Emulator does not work with 11.0
- Replies: 2
- Views: 2350
- Sat Sep 30, 2017 8:21 pm
- Forum: Games and Creations
- Topic: Several tiny pointless prototypes
- Replies: 0
- Views: 1525
Several tiny pointless prototypes
These are all older, and probably not all that interesting, but it has been quiet around here so I thought I'd share... Avalanche: Made in one hour. Use the mouse to swing your giant fist around to bat the rocks away and survive the avalanche. 25 seconds long or so? Catching Flies: I showed the one-...
- Sat Sep 30, 2017 10:55 am
- Forum: Support and Development
- Topic: Additive blending on Canvas
- Replies: 3
- Views: 2584
Re: Additive blending on Canvas
Well yeah, but also you're missing the fact that when drawing things to the screen, they are tinted (multiplied) with the current foreground color. So you need to set the color back to full white before drawing the canvas.
- Wed Aug 23, 2017 7:49 pm
- Forum: Support and Development
- Topic: Does anyone use/recommend a standard 2D map editor (not tiled)?
- Replies: 4
- Views: 3810
Re: Does anyone use/recommend a standard 2D map editor (not tiled)?
Have you looked at Overlap2D? I've never gotten around to actually trying it, but it looks interesting...
- Sun Jul 30, 2017 5:56 pm
- Forum: Support and Development
- Topic: Trying to split code into two files
- Replies: 3
- Views: 3122
Re: Trying to split code into two files
You can't define love.update and love.load and so on more than once: the latest one will just replace the earlier ones. There are any number of ways to deal with that, but basically the map file should probably define some load and update and draw functions which are called from love.update etc. in ...
- Sun Jul 30, 2017 5:49 pm
- Forum: Support and Development
- Topic: Making fixed time steps not jerky
- Replies: 2
- Views: 3017
Re: Making fixed time steps not jerky
The general approach is to track two states for all the objects (before and after the last physics step) and interpolate between them based on the "leftover" time. You can also use just the current state and extrapolate into the future based on the velocity and such, but that tends to have...
- Fri Jul 28, 2017 1:53 pm
- Forum: Support and Development
- Topic: Simulating graphics.rotate by using other functions?
- Replies: 6
- Views: 4575
Re: Simulating graphics.rotate by using other functions?
This may not work for your purposes, but the classic thing is to perform a rotation by doing three shear operations: local kx, ky = -math.tan(angle/2), math.sin(angle) love.graphics.shear(kx, 0) love.graphics.shear(0, ky) love.graphics.shear(kx, 0) This was popularized by Alan Paeth's 1986 paper A F...
- Fri Jul 14, 2017 1:50 pm
- Forum: Games and Creations
- Topic: Possession (formerly Possession 2) - Release Date: July 18th!
- Replies: 90
- Views: 129731
Re: Possession (formerly Possession 2) - Steam page up!
They've phased out greenlight and are using Steam Direct now. Basically you just pay a deposit for each game you publish instead of going through the voting thing. So you fill out the paperwork with payment/tax info. Then for each game you want to publish, at least 30 days before launch, you pay a U...
- Thu Jul 13, 2017 11:48 am
- Forum: Games and Creations
- Topic: Zombie Run - my daughter's game
- Replies: 6
- Views: 6837
Re: Zombie Run - my daughter's game
Nice! That's pretty sweet pixel art for an eight-year-old. I like the differences between the characters.
- Sun Jul 02, 2017 11:08 pm
- Forum: Games and Creations
- Topic: Numeric Solution to the wave equation [plus I need some help]
- Replies: 1
- Views: 2302
Re: Numeric Solution to the wave equation [plus I need some help]
All derivatives are just the slope in that particular point, using central differences Er...it's sort of weird to calculate a central difference as an average of a forward and a backward difference. Mathematically the x[ i] cancels out, but numerically it doesn't necessarily cancel perfectly. But t...