Search found 223 matches

by KayleMaster
Tue Jan 14, 2020 5:01 pm
Forum: Support and Development
Topic: Is there a simple way to make retro graphics render strictly within big-pixel-locations no matter what's in love.draw?
Replies: 5
Views: 1803

Re: Is there a simple way to make retro graphics render strictly within big-pixel-locations no matter what's in love.dra

Lol @ rotated pixels.
If you draw at a lower resolution like nameless tee suggested, and then upscale the result to actually fit your screen, you'll be able to see the "actual" pixels. Of course nameless tee has done all that for you, so you just use that.
by KayleMaster
Mon Dec 02, 2019 3:54 pm
Forum: Support and Development
Topic: How does one debug silent crashes?
Replies: 5
Views: 1861

Re: How does one debug silent crashes?

Hah, coincidentally I also had to solve a silent crash with bitser - the buffer size was too small and overflowed causing a segmentation fault. It was painful to debug. But doesn't Lua run embedded on C/C++ (Love2d)? If so, is it possible to run love2d with the project in Visual Studio's C\C++ debug...
by KayleMaster
Sun Dec 01, 2019 8:49 pm
Forum: Support and Development
Topic: How does one debug silent crashes?
Replies: 5
Views: 1861

How does one debug silent crashes?

A.k.a. crashes to desktop without any errors. Is it possible to run it through visual studio debugger or something? Any other debuggers that might help with this? It's really frustrating when it crashes after 10-20 min of playing, and you can't determine what exactly caused it. I'm using ffi, so I t...
by KayleMaster
Sat Nov 09, 2019 8:48 am
Forum: Support and Development
Topic: Extreme error
Replies: 3
Views: 1852

Re: Extreme error

Hey, welcome to the forums!

It will be much easier for us if you just include a .love/.zip file in the post instead of copy pasting the code.
You can also embed code with the [ code ] tag which keeps indentation.
by KayleMaster
Mon Oct 28, 2019 2:30 pm
Forum: General
Topic: LÖVE 11.3 released!
Replies: 37
Views: 385299

Re: LÖVE 11.3 released!

I've skipped version 11 until now, but these changes are too good (including the fixes!), thanks a lot and keep up the hard work!
by KayleMaster
Wed Aug 14, 2019 3:16 pm
Forum: Games and Creations
Topic: Aeon of Sands - The Trail - a retro, post-apocalyptic RPG coming 4 Dec. 2018
Replies: 44
Views: 51016

Re: Aeon of Sands - The Trail - a retro, post-apocalyptic RPG coming 4 Dec. 2018

Would you do it again?
If you had to make a commercial game (but someone paid for the work), would you choose LOVE again?
by KayleMaster
Tue Jul 30, 2019 10:18 pm
Forum: General
Topic: Is it that easy to reverse-engineer a love2d game?
Replies: 22
Views: 9191

Re: Is it that easy to reverse-engineer a love2d game?

The files of kingdom rush are obfuscated, which is a shame because I wanted to see how he implemented a mechanic. (Arrow path more specifically)
Even a bigger shame because I had some modding plans.
by KayleMaster
Sat Jun 29, 2019 12:42 pm
Forum: Support and Development
Topic: How can I resize an image without resizing the entire co-ordinate system
Replies: 5
Views: 4368

Re: How can I resize an image without resizing the entire co-ordinate system

Did you try scaling in the draw call instead of the entire stack? sx, sy are the parameters, check the API.
by KayleMaster
Fri Jun 28, 2019 5:05 pm
Forum: Support and Development
Topic: A Question about SpriteBatch and Maxsprites
Replies: 3
Views: 4447

Re: A Question about SpriteBatch and Maxsprites

Since it's probably allocating memory, it's better to alocate at the start of the game (select a higher amount of max sprites) than to increment 1 by 1 during the game as it may cause hiccups. However for such a small memory allocation, it may not matter at all, but I'd still go with the first route.
by KayleMaster
Sun Jun 23, 2019 6:25 pm
Forum: General
Topic: need help, thanks in advance[SOLVED]
Replies: 1
Views: 2772

Re: need help, thanks in advance[SOLVED]

`block` is global. So what you're essentially doing is putting a reference `block` in every array entry (`blocks`), but then you change it, so every entry is the same block. Try putting a local before it: function addBlock(x,y,w,h) local block = {x=x,y=y,w=w,h=h} blocks[#blocks+1] = block table.inse...