Search found 4833 matches

by bartbes
Fri Jun 08, 2018 5:41 pm
Forum: Ports
Topic: love2d flatpak
Replies: 1
Views: 7289

Re: love2d flatpak

There's flatpak support in this repo. They may need a bit more fiddling with opengl support if they've changed it since, but it should mostly just work.
by bartbes
Fri Jun 08, 2018 5:38 pm
Forum: General
Topic: Does Löve support Linux ARM?
Replies: 14
Views: 2785

Re: Does Löve support Linux ARM?

Yes, it should just work.
by bartbes
Thu May 31, 2018 8:07 pm
Forum: Games and Creations
Topic: RPG WuXia & JiangHu 沙盘角色扮演游戏,武侠与江湖,正在进行中
Replies: 8
Views: 26192

Re: RPG WuXia & JiangHu 沙盘角色扮演游戏,武侠与江湖,正在进行中

Please keep the forums in English. I know it's hard for some people, but I can assure you for the people already on the forums Chinese is harder.
by bartbes
Wed May 30, 2018 5:59 pm
Forum: Support and Development
Topic: [solved] love.filesystem.getInfo doesn't work in fused mode (I'm stupid, delete this)
Replies: 3
Views: 739

Re: [solved] love.filesystem.getInfo doesn't work in fused mode (I'm stupid, delete this)

Well, the io library doesn't know about games, so if it happens to work, your working directory happens to be correct and you got (somewhat) lucky. The entire point of love.filesystem is to abstract annoying filesystem differences between machines and platforms and give a single, consistent view ins...
by bartbes
Wed May 30, 2018 5:33 pm
Forum: Support and Development
Topic: [solved] love.filesystem.getInfo doesn't work in fused mode (I'm stupid, delete this)
Replies: 3
Views: 739

Re: love.filesystem.getInfo doesn't work in fused mode

What gives is that you're not including file.txt in your .love file. So the file really isn't there in the love.filesystem VFS. And when you're using io.open (instead of love's File:open/love.filesystem.newFile), you're bypassing love.filesystem.
by bartbes
Mon May 28, 2018 5:00 pm
Forum: Support and Development
Topic: Help with HC?
Replies: 3
Views: 726

Re: Help with HC?

HC is set up in such a way that it can cooperate with multiple different class libraries (via Class Commons). I've taken the liberty of writing an implementation of the Class Commons interface for classic, here: https://github.com/bartbes/classic/blob/class-commons/classic.lua . That said, it's not ...
by bartbes
Mon May 21, 2018 1:04 pm
Forum: General
Topic: Getting a project to work with moonscript 0.5.0-1
Replies: 12
Views: 3151

Re: Getting a project to work with moonscript 0.5.0-1

Looks like there is an api to convert errors back. When you use moonscript's loadstring it actually populates a translation table, so in your error handler you can call the rewrite_traceback function from the moonscript.errors module.
by bartbes
Mon May 21, 2018 11:14 am
Forum: General
Topic: Getting a project to work with moonscript 0.5.0-1
Replies: 12
Views: 3151

Re: Getting a project to work with moonscript 0.5.0-1

I can now successfully use moonscript with love, with the downside that I still don't getter proper error locations, because by using loadstring there are no filenames associated with error messages; all errors are shown as moonscript.loadstring as the error location. You can pass a filename (or an...
by bartbes
Mon May 21, 2018 10:18 am
Forum: Support and Development
Topic: love.graphics.setColor(nil, nil, nil, nil) [Solved]
Replies: 2
Views: 625

Re: love.graphics.setColor(nil, nil, nil, nil)

Doesn't for me, but if you trigger an error in an error handler love prevents an infinite loop and only prints the error to the terminal. Do you also have a custom error handler?
by bartbes
Mon May 21, 2018 9:59 am
Forum: General
Topic: Getting a project to work with moonscript 0.5.0-1
Replies: 12
Views: 3151

Re: Getting a project to work with moonscript 0.5.0-1

grump wrote:
Mon May 21, 2018 9:19 am
It's the 11.1-AppImage that I use so I can have both 11.1 and 0.10.2 installed.
I wonder if it someone trips up moonscript's (plain) loader. As far as I know it now correctly sets the working directory, so that shouldn't mess with it. Oh well.