Search found 3068 matches

by slime
Mon Mar 18, 2024 12:57 am
Forum: General
Topic: sh + love bundled in one file - is this intended behaviour?
Replies: 19
Views: 588

Re: sh + love bundled in one file - is this intended behaviour?

That reasoning feels like the classic "works on my maschine" excuse. It's the exact opposite - making sure other people will get the same experience that you developed, instead of shrugging off differences or bugs as something that's not your responsibility to handle as the game's develop...
by slime
Sun Mar 17, 2024 10:49 pm
Forum: General
Topic: sh + love bundled in one file - is this intended behaviour?
Replies: 19
Views: 588

Re: sh + love bundled in one file - is this intended behaviour?

You may do as you wish. Personally as someone whose project is included in many different package managers that are maintained by many different people, I have more than enough first-hand experience to see how that system can break down with complex and long-lasting projects and ends up accumulating...
by slime
Sun Mar 17, 2024 3:19 pm
Forum: General
Topic: sh + love bundled in one file - is this intended behaviour?
Replies: 19
Views: 588

Re: sh + love bundled in one file - is this intended behaviour?

In the case of distributions, their packaging system has a dependencies feature designed to address exactly that. It doesn't rely on a random version of the runtime that the user would have installed; it specifies which runtime version is needed for a certain game package, and it would pull that ve...
by slime
Sat Mar 16, 2024 9:13 pm
Forum: General
Topic: sh + love bundled in one file - is this intended behaviour?
Replies: 19
Views: 588

Re: sh + love bundled in one file - is this intended behaviour?

games and their runtimes are usually in different packages. I don't think this is usually true. As a game developer you wouldn't want to rely on a global install of love on someone else's system having a version that's coincidentally compatible with your code. And if you use something like Unity in...
by slime
Thu Mar 14, 2024 2:07 am
Forum: General
Topic: sh + love bundled in one file - is this intended behaviour?
Replies: 19
Views: 588

Re: sh + love bundled in one file - is this intended behaviour?

If you just have a runnable .love file without also providing LÖVE itself as well, then you don't have something you can distribute on its own because it relies on the user having LÖVE installed separately themselves in a place where the 'love' command can run from anywhere. A typical way to distrib...
by slime
Tue Mar 12, 2024 10:14 pm
Forum: Support and Development
Topic: push and pop for graphics ?
Replies: 8
Views: 6048

Re: push and pop for graphics ?

darkfrei wrote: Tue Mar 12, 2024 5:41 pm

Code: Select all

[...]
You've bumped a 10 year old thread. love.graphics.push("all") was added to love 9 years ago and does what the OP asks, you should use it instead of that code.
by slime
Mon Mar 04, 2024 10:12 pm
Forum: Support and Development
Topic: Unusual crashing within the first few seconds of the game with no error message.
Replies: 7
Views: 354

Re: Unusual crashing within the first few seconds of the game with no error message.

Which operating system are you using? If you're on Linux and you've installed love from a package manager instead of the AppImage download on the home page, then love will be using whatever patch version of LuaJIT that the package manager provides instead of a version that's guaranteed to have the p...
by slime
Mon Mar 04, 2024 5:10 pm
Forum: Support and Development
Topic: Unusual crashing within the first few seconds of the game with no error message.
Replies: 7
Views: 354

Re: Unusual crashing within the first few seconds of the game with no error message.

I haven't looked too thoroughly but I noticed in base.lua and world.lua you're making a bunch of new quads every frame and immediately throwing them away - the garbage collector might not be able to keep up when it's done every frame like that (since Lua's garbage collector doesn't know the full amo...
by slime
Fri Feb 16, 2024 9:33 pm
Forum: Support and Development
Topic: Strange color behavior using rectangle() and a scaled canvas
Replies: 6
Views: 590

Re: Strange color behavior using rectangle() and a scaled canvas

So, is there some sort of alpha/transparency functionality going on with love.graphics.draw(), when drawing a canvas? I would have thought that it would take the contents of the canvas and draw to the screen (fully opaque) without altering them in any way. But, when I replace the set color argument...
by slime
Fri Feb 16, 2024 5:38 pm
Forum: Support and Development
Topic: Strange color behavior using rectangle() and a scaled canvas
Replies: 6
Views: 590

Re: Strange color behavior using rectangle() and a scaled canvas

setColor persists forever - even across frames - until the next setColor call, and all draws (including when you draw a canvas) are affected by the active color. You probably want to use a white color when drawing the canvas to the screen since it's already had colors applied to it.