Aspiring game dev you might be, but you're not inspiring me too much...
As for conf.lua, you don't necessarily need to have that.
Search found 3441 matches
- Thu Feb 01, 2024 6:45 am
- Forum: General
- Topic: Zerobrane. and love
- Replies: 4
- Views: 1097
- Mon Jan 15, 2024 7:25 pm
- Forum: Support and Development
- Topic: love.thread stopping when .newImageData is called?
- Replies: 7
- Views: 15876
Re: love.thread stopping when .newImageData is called?
As brot said, that's probably the issue; from the wiki : When a Thread is started, it only loads love.data, love.filesystem, and love.thread module. Every other module has to be loaded with require. Also, you can get the error from a dead thread i believe, so that would have been helpful to us and y...
- Sat Jan 06, 2024 5:39 am
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 107286
Re: Audio Source GC
You can also call :clone on Sources, which can be useful if you want your sound effects, if called faster than they would have ended, to not get cut off by you just restarting one of each... although bookkeeping might turn a bit more complicated. Thanks, clone sounds like it might be what I want/ne...
- Fri Jan 05, 2024 12:19 am
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 107286
Re: Audio Source GC
Streamed music that gets loaded in currently takes up as much space as it does on disk, so if your music is in mp3 or ogg files, then they'll take up less than if they'd be in flac or wav. (assuming an average of 10 MB per track, for 40 tracks, that's 400 megabytes) Static sources completely decode ...
- Thu Jan 04, 2024 7:42 pm
- Forum: General
- Topic: Audio Source GC
- Replies: 10
- Views: 107286
Re: Audio Source GC
I will add to this that while short sound effect sounds being loaded into RAM is fine, music files can be quite large (even streamed ones, since the non-decoded file does get loaded into ram in its entirety... a thing that can be toggled from löve 12.0 onwards), so keeping all tracks in there might ...
- Mon Jan 01, 2024 9:03 am
- Forum: Support and Development
- Topic: I need help with loading lua files (my brain cannot comprehend the wiki)
- Replies: 1
- Views: 5890
Re: I need help with loading lua files (my brain cannot comprehend the wiki)
Hi and welcome to the forums. So, first off, löve uses a virtual filesystem where the root '/' points to two places; one being the save directory, and one being the place where main.lua is in. - You can run a folder containing main.lua with löve, and it'll run your project. - You can put the *conten...
- Sun Dec 31, 2023 11:41 am
- Forum: Support and Development
- Topic: Can I create an engine on top of Love?
- Replies: 7
- Views: 38474
Re: Can I create an engine on top of Love?
Thankfully you are not other people.
- Fri Dec 29, 2023 1:23 pm
- Forum: General
- Topic: I used ChatGPT
- Replies: 16
- Views: 214765
Re: I used ChatGPT
Also might have had to do with marketing departments trying to push the term because it was *the* current hot thing. And it'd probably be wise to use different terms if one would want to implement multiple types of NPC behaviour in games... "behaviour" being one term, but it could have mul...
- Fri Dec 29, 2023 11:22 am
- Forum: General
- Topic: [Just for fun] Roast my code.
- Replies: 14
- Views: 242096
Re: [Just for fun] Roast my code.
Why is 'tmp' a global??? Local variables have far better performance! Also, try to structure your game to not need love.load() at all - it'll help you improve your code structure. First one is minuscule on most real life examples, but it does help code structuring; The second one is up to preferenc...
- Fri Dec 29, 2023 11:21 am
- Forum: Support and Development
- Topic: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
- Replies: 20
- Views: 244834
Re: PlayerSprite stutter and eventually is artifacted if drawn on canvas else not
You could also consider not killing your performance by recreating everything graphics related every time you resize your project by just having a virtual resolution that's constant, and tied to a canvas, then you only need to position and scale that canvas to fit the actual window/screen resolution...