Search found 60 matches

by ac3raven
Tue Jun 04, 2019 2:41 pm
Forum: Support and Development
Topic: 11.1 app randomly crashes when looping an OGG file
Replies: 21
Views: 18501

Re: 11.1 app randomly crashes when looping an OGG file

I too am seeing these issues in love 11.2. For me the clicking happens often, but the crashing happens very rarely. I look forward to the 11.3 release!
by ac3raven
Mon Apr 22, 2019 7:56 pm
Forum: Games and Creations
Topic: Plant Party - push a potted plant around
Replies: 1
Views: 6193

Plant Party - push a potted plant around

I released Plant Party today. It's a simple, but frantic golf-like game about pushing your succulent into the light to keep it happy. Check it out: https://shinyogre.itch.io/plant-party https://img.itch.zone/aW1hZ2UvNDA1OTkzLzIwMTUyNDcuZ2lm/original/dLuVuz.gif https://img.itch.zone/aW1hZ2UvNDA1OTkzL...
by ac3raven
Wed Apr 10, 2019 2:28 am
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 80
Views: 147889

Re: push - a resolution-handling library

I am not understanding how to give a pre-existing shader to Push. One that I create with love.graphics.newCanvas() and that does not take up the entire screen. Or how might I create a canvas with Push that has width and height parameters? Like so: local canvas = lg.newCanvas(350,60) function stencil...
by ac3raven
Sun Apr 07, 2019 10:06 pm
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 80
Views: 147889

Re: push - a resolution-handling library

I spoke too soon. the change I made broke my shader rendering. I am not sure how fix it, so back to the drawing board :(
by ac3raven
Sat Apr 06, 2019 3:38 pm
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 80
Views: 147889

Re: push - a resolution-handling library

I just changed the first parameter to "canvas" instead of (what would be) canvas.canvas on line 92 and it seems to work now!! A bunch of my stuff is off-screen during full-screen mode though, which I will need to fix. But I know how to fix that. I am certain my brute-forcing of line 92 is ...
by ac3raven
Sat Apr 06, 2019 2:52 pm
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 80
Views: 147889

Re: push - a resolution-handling library

Okay, well that's some progress. Now I get this error, the first time I call push:setCanvas(): Error: libs/push.lua:92: attempt to index a nil value stack traceback: [string "boot.lua"]:637: in function '__index' libs/push.lua:92: in function 'setCanvas' gameplay.lua:399: in function 'upda...
by ac3raven
Sat Apr 06, 2019 1:17 pm
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 80
Views: 147889

Re: push - a resolution-handling library

I have already tried that, but maybe I'm doing something wrong. Here is the modification I made: function push:setCanvas(name) if not self._canvas then return true end return love.graphics.setCanvas({self:getCanvasTable(name).canvas,stencil=true}) end I still get the same error. Perhaps I am using P...
by ac3raven
Sat Apr 06, 2019 6:19 am
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 80
Views: 147889

Re: push - a resolution-handling library

I am unable to get this library to work with stencils. I am getting this error, which I don't know how to fix:

Code: Select all

Drawing to the stencil buffer with a Canvas active requires either stencil=true or a custom stencil-type Canvas to be used, in setCanvas.
I am using canvases, shaders, and stecils.
by ac3raven
Sat Jul 07, 2018 7:48 pm
Forum: Support and Development
Topic: Find nouse position out of bounds
Replies: 7
Views: 4129

Re: Find nouse position out of bounds

This is a great little library and It'd be great if you could provide a small tutorial on how to use it. At least for me, it's not self-evident. Thanks!
by ac3raven
Sat Jun 16, 2018 4:39 am
Forum: Support and Development
Topic: [Solved]Using a timer to iterate through a table
Replies: 1
Views: 1645

Re: Using a timer to iterate through a table

Okay, well I figured out. So here is the solution. I was using the wrong timer function, mainly. First, I added Timer.update(dt) to love.update. Then I changed my keypressed function to look like this: function love.keypressed(key) if key == "z" then for i,v in ipairs(player) do Timer.afte...