Search found 13 matches
- Sun Nov 02, 2008 1:56 am
- Forum: Support and Development
- Topic: Switching colors in an existing image
- Replies: 6
- Views: 9717
Re: Switching colors in an existing image
I don't get it. If it's ok with one color per draw call, then love.graphics.setColorMode(love.color_modulate) does that.
- Sun Nov 02, 2008 1:33 am
- Forum: Support and Development
- Topic: Opening files in zip files
- Replies: 4
- Views: 8905
Re: Opening files in zip files
I don't get it. Why would you want that? When packaged, löve files are already zips...? I don't see any advantage to having zips inside the main zip, or in an unpacked löve dir. ![Confused :?](./images/smilies/ms-confused.png)
![Confused :?](./images/smilies/ms-confused.png)
- Sun Nov 02, 2008 1:24 am
- Forum: General
- Topic: Performance problem
- Replies: 14
- Views: 17636
Re: Performance problem
What happens is that OpenGL is emulated over X. (So it's no wonder performance sucks.) You need to look for an X backend for your hardware that does GL.
It's a classic gotcha. The perftest is still a good idea though.
It's a classic gotcha. The perftest is still a good idea though.
- Thu Oct 23, 2008 10:53 pm
- Forum: Games and Creations
- Topic: Sharing the Löve! Enjoy!
- Replies: 1
- Views: 8684
Sharing the Löve! Enjoy!
Hello, all! I was put off by LÖVE for quite a while, (from 0.2.1 until today actually) and I realized I had some things I should share.. The first is a (slightly) updated version of the charas/walkdemo that somehow never became a tutorial. The other is tentatively "Operation Hamster" and (...
- Wed Apr 16, 2008 8:47 am
- Forum: General
- Topic: Tutorial requests and ideas
- Replies: 79
- Views: 93989
Re: Tutorial requests and ideas
Hehe, peeked at the code. Looks like you've built a nice little framework. So about input.context, do you do something like this somewhere? (code ...) I failed at finding this redirection in your code (didn't look very hard ;) ). (So close... keep reading) Like this! local dispatch dispatch = funct...
- Sun Apr 13, 2008 1:58 pm
- Forum: General
- Topic: Tutorial requests and ideas
- Replies: 79
- Views: 93989
Re: Tutorial requests and ideas
Ok, I think I've worked out roughly how I'd like input to work, thought I'd share. It's like this: Bindings are collected in contexts, (since you'd like it to be modal) that are stacked. (so menus, minigames, &c needn't worry about where they were activated from) callbacks can have any amount of...
- Sun Apr 06, 2008 3:10 pm
- Forum: General
- Topic: Tutorial requests and ideas
- Replies: 79
- Views: 93989
Re: Tutorial requests and ideas
Charas sprite character tutorial A person sprite walking around is a common component of games, so let's look at how you can get that with a minimum of fuss. (The easiest thing is of course to simply use the files from this demo, and I encourage you to do so, but let's take a closer look) Let's get ...
- Sun Apr 06, 2008 11:24 am
- Forum: General
- Topic: Tutorial requests and ideas
- Replies: 79
- Views: 93989
Re: Tutorial requests and ideas
There are a gazillion implementations of OOP in lua. This, unfortunately, is part of the problem. Another part is that there's really no known way so far of getting it quite right. To see why, let's dissect my suggested version: obj = {} -- the ur-instance. needed, obviously function obj:new(o, ......
- Sat Apr 05, 2008 6:41 pm
- Forum: General
- Topic: Tutorial requests and ideas
- Replies: 79
- Views: 93989
Re: Tutorial requests and ideas
I've been tinkering, and I've come to a disturbing conclusion: OO in Lua desperately needs a tutorial. Otherwise I'd'a been happy to show other nice things like scenegraph, (fancy name for hierarchy of objects in the world) input system, with stack (so you can enter/leave modes/menus) charas walking...
- Sun Mar 30, 2008 11:02 am
- Forum: General
- Topic: Interface: primitives
- Replies: 18
- Views: 33706
Re: Interface: primitives
No problem. ^^ Yes, of course, but I was thinking of what happens after that. If you do glBegin() ... glEnd or glDrawArray. I'm thinking the right way to do it (later, much later) is to keep special vertex- and vertexarray classes to keep this tidy and speedy. But that's Premature Optimization, so ...