Search found 437 matches

by Ulydev
Mon Apr 29, 2019 2:50 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1698
Views: 438185

Re: What's everyone working on? (tigsource inspired)

D0NM wrote:
Tue Mar 19, 2019 6:54 pm
Sup? Here is something that looks as a game now.


PS We are looking for a nice artist for the stages and backgrounds.

Upd: Sorry for the music. I was listening to a radio. :joker:
Looks really cool! I can hear you like Worakls, too.
by Ulydev
Wed Apr 10, 2019 11:25 am
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 62
Views: 45226

Re: push - a resolution-handling library

Hmm, I'm not sure how you can display a not-fullscreen with push, it's been a while and I honestly don't remember how it works exactly. I need to go through the code again so I can help you :-) I'll be sure to reply as soon as I have some time!
by Ulydev
Sat Apr 06, 2019 8:53 pm
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 62
Views: 45226

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 not an id...
by Ulydev
Sat Apr 06, 2019 2:28 pm
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 62
Views: 45226

Re: push - a resolution-handling library

Oops, looks like you also need to apply the fix to line 138. Along with any other call to love.graphics.setCanvas(167, 171, 175, 192, and 213).
by Ulydev
Sat Apr 06, 2019 7:30 am
Forum: Libraries and Tools
Topic: push - a resolution-handling library
Replies: 62
Views: 45226

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: 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. Hi ac3r...
by Ulydev
Sat Mar 30, 2019 12:35 pm
Forum: Games and Creations
Topic: Simple Escape Room Engine
Replies: 2
Views: 3676

Re: Simple Escape Room Engine

That's really cool! I want to play more :-)
by Ulydev
Sun Jan 27, 2019 4:06 pm
Forum: Libraries and Tools
Topic: sync.lua -- high-level api to make writing multiplayer games easier
Replies: 11
Views: 5975

Re: sync.lua -- high-level api to make writing multiplayer games easier

This is a great tool! I just realized you work at Expo, that's really cool! I'm using your toolchain on a daily basis, thanks for your work!
by Ulydev
Fri Jan 25, 2019 12:56 am
Forum: General
Topic: Article on raytracing for beginners
Replies: 0
Views: 1868

Article on raytracing for beginners

Hello, dear LÖVE community, I've ran into a really interesting article today that I thought I'd share with you. It guides you through all the steps to implement a basic, but functioning ray tracer. I think it could be very useful/interesting for everyone to read. Here's the article/guide: https://gi...
by Ulydev
Sat Dec 29, 2018 2:35 pm
Forum: General
Topic: difference between ‘local Class = require("Class")’ and ‘require "Class"’?
Replies: 2
Views: 970

Re: difference between ‘local Class = require("Class")’ and ‘require "Class"’?

It all depends on how your module is organized. You could either have a file returning something ( return myLibrary ), in which case you’ll use local myLibrary = require ... or directly injecting into the global scope ( myLibrary = ... ), then require it directly. Indeed, the best practice is to use...
by Ulydev
Fri Sep 21, 2018 6:27 pm
Forum: Libraries and Tools
Topic: ImGui LÖVE module
Replies: 165
Views: 79519

Re: ImGui LÖVE module

ArchAngel075 wrote:
Fri Sep 21, 2018 1:35 pm
-
Had the same problem, did the same thing with setting a custom drag payload and checking whether the target area is hovered, it works but doesn't feel as good as using native ImGui's DragDrop* methods.