Search found 395 matches

by Kingdaro
Fri Feb 19, 2016 4:01 pm
Forum: Libraries and Tools
Topic: [library] LoveLive - Real time value tweaking (v0.2.0)
Replies: 7
Views: 1449

Re: [library] LoveLive - Real time value tweaking (v0.2.0)

You're most likely referring to lovecat , which is similar to lovebird , but closer to LoveLive in purpose. As far as I can tell... lovecat isn't all too hot when it comes to transparency. That's pretty much the one thing I wanted to achieve here: make it easy to use and easy to implement. Not sure ...
by Kingdaro
Fri Feb 19, 2016 3:04 pm
Forum: Libraries and Tools
Topic: [library] LoveLive - Real time value tweaking (v0.2.0)
Replies: 7
Views: 1449

Re: [library] LoveLive - Real time value tweaking (v0.2.0)

That's an interesting thing to think about. An interesting thing I'll be thinking about.

So, perhaps, maybe another program entirely, where you'll somehow define the variables from there? Maybe using Lua environment trickery? Sounds like fun.
by Kingdaro
Thu Feb 18, 2016 11:37 pm
Forum: Libraries and Tools
Topic: [library] LoveLive - Real time value tweaking (v0.2.0)
Replies: 7
Views: 1449

Re: [library] LoveLive - Real time value tweaking

I imagine this isn't too relevant to anyone's current usage, but I updated the library to v0.2.0 with two main changes: The mouse being bounded to the window, and therefore making you unable to change values is fixed. The parameters for the UI font are changed to use love font objects instead of pat...
by Kingdaro
Tue Feb 16, 2016 9:33 am
Forum: Libraries and Tools
Topic: [library] LoveLive - Real time value tweaking (v0.2.0)
Replies: 7
Views: 1449

[library] LoveLive - Real time value tweaking (v0.2.0)

heheheheheheheh clever name LoveLive is a library I've made to make the process of editing game variables live a little nicer. Solutions for this exist, but I wanted to go for something that's simple to use and implement, and something that can show immediate output of a change in value to streamli...
by Kingdaro
Mon Feb 15, 2016 8:23 am
Forum: General
Topic: (SOLVED) Newbie problem with dt
Replies: 8
Views: 915

Re: Newbie problem with dt

Try this for your update method instead. I notice it could be simplified a bit, and doing that might be a good path towards a solution. function CHero:updateSpeedX(dt) local targetSpeed = gKeyPressed.left and -self.maxSpX or gKeyPressed.right and self.maxSpX or 0 self.spX = self.spX + (targetSpeed -...
by Kingdaro
Fri Jan 29, 2016 9:22 am
Forum: Support and Development
Topic: when overhead matters: return tables, or multiple values?
Replies: 3
Views: 730

Re: when overhead matters: return tables, or multiple values?

As rmcode stated, you definitely shouldn't worry about optimizing a lot of the time, especially when you're working with one of the fastest scripting languages available, while it's run with the fastest interpreter / JIT compiler available for the language. Most of the time, unless your game is slow...
by Kingdaro
Wed Jan 20, 2016 2:22 am
Forum: Support and Development
Topic: imagedata:getPixel(x,y) is nil?
Replies: 4
Views: 968

Re: imagedata:getPixel(x,y) is nil?

Ah, right. My mistake. I make that mistake all the time. :P
by Kingdaro
Wed Jan 20, 2016 1:32 am
Forum: Support and Development
Topic: imagedata:getPixel(x,y) is nil?
Replies: 4
Views: 968

Re: imagedata:getPixel(x,y) is nil?

You need to use image.getImageData, not graphics.getImage. You can create a drawable Image from the ImageData.

Code: Select all

mainImageData = love.image.newImageData('test.png')
mainImage = love.graphics.newImage(mainImageData)

r,g,b,a = mainImageData:getPixel(20, 20)
by Kingdaro
Wed Jan 13, 2016 1:02 pm
Forum: General
Topic: LÖVE 0.10.0 released
Replies: 86
Views: 27610

Re: LÖVE 0.10.0 released

That's definitely the kind of thing that should be left to libraries.
by Kingdaro
Mon Jan 04, 2016 3:54 am
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 28774

Re: Post-0.10.0 feature wishlist

Would it be possible to add Moonscript-Support? What I mean is the ability to directly pack .moon (alongside of .lua) files in a .love file and let LÖVE take care of the rest. There used to be a fork of LOVE that did this, made by leafo himself if I recall correctly, but the reasoning against its d...