Search found 175 matches
- Tue Feb 26, 2013 10:32 pm
- Forum: Support and Development
- Topic: *Exactly* changing the color of a spirte
- Replies: 9
- Views: 7151
Re: *Exactly* changing the color of a spirte
Here is code which demonstrates that "modulate" does indeed not replace colors with the set color but somehow mixes whatever colors are in the image with the set color. function love.load() -- Input.png is nothing but a square of (0xcc, 0x00, 0x1f) Input = love.graphics.newImage("Inpu...
- Tue Feb 26, 2013 9:00 pm
- Forum: Support and Development
- Topic: *Exactly* changing the color of a spirte
- Replies: 9
- Views: 7151
Re: *Exactly* changing the color of a spirte
setColor with the modulate (default) color mode should do what you want. I looked up the color modes in the wiki after my problems and the description of "modulate" certainly doesn't sound like straight color replacement. Images (etc) will be affected by the current color. 'modulate' work...
- Tue Feb 26, 2013 7:36 pm
- Forum: Support and Development
- Topic: *Exactly* changing the color of a spirte
- Replies: 9
- Views: 7151
*Exactly* changing the color of a spirte
I have symbols in pure white (255,255,255) I want to display in various colors. I used modulate color mode but that doesn't do what I want. The symbols end up having a color *near* the color I actually set e.g. I set the color (33,40,33) but the symbol is drawn in (36,41,36). And yes I pretty clearl...
- Sun Feb 24, 2013 7:48 pm
- Forum: Games and Creations
- Topic: [minigame] Circular Pong
- Replies: 12
- Views: 7083
Re: [minigame] Circular Pong
It's much more playable now. Nice way to mindlessly kill time.
- Sun Feb 24, 2013 4:08 pm
- Forum: Support and Development
- Topic: Slow game, a huge map
- Replies: 6
- Views: 4114
Re: Slow game, a huge map
Why would you update the whole batch every update? When the player removes a block, update only that block (as in, remove it from the batch). This can be done easily by mapping tile coordinates to actual sprite IDs in the batch, such that you can now access any sprite in the batch using random acce...
- Sat Feb 23, 2013 7:03 pm
- Forum: Games and Creations
- Topic: [minigame] Circular Pong
- Replies: 12
- Views: 7083
Re: [minigame] Circular Pong
Really cool idea. But hard!
- Sat Feb 23, 2013 3:22 pm
- Forum: General
- Topic: Will we ever see LuaJIT powered LÖVE?
- Replies: 11
- Views: 7458
Re: Will we ever see LuaJIT powered LÖVE?
First of all, if you need to fall back to c extensions you're probably doing something wrong I am quite sure I don't, thanks. Not everyone wants to code a Mario or Space Invaders clone. Many games have very demanding AI requirements and there is no such thing as enough performance in that case. E.g...
- Sat Feb 23, 2013 10:24 am
- Forum: Support and Development
- Topic: Metatable problem
- Replies: 2
- Views: 1038
Re: Metatable problem
Yup, works now. Thanks!
- Sat Feb 23, 2013 9:54 am
- Forum: Support and Development
- Topic: Metatable problem
- Replies: 2
- Views: 1038
Metatable problem
Why doesn't this work?
I get "bad argument #1 to 'Random' (number expected, got table)
Code: Select all
local Random = {
}
local RandomMT = {
__call = math.random
}
setmetatable(Random, RandomMT)
function love.load()
Random(1, 3)
end
- Sat Feb 23, 2013 8:05 am
- Forum: Games and Creations
- Topic: Canny the can
- Replies: 9
- Views: 3017
Re: Canny the can
I guess LÖVE's "key z" refers to the US keyboard layout.. and I - like most people - don't have a US keyboard. It.. shouldn't? Are you sure your version of SDL isn't severely borked? I am using the official 64-bit Windows distribution of LÖVE 0.8.0 (i.e. the SDL dll which comes bundled wi...