Search found 3516 matches

by Jasoco
Thu Apr 05, 2018 6:27 pm
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 35902

Re: LÖVE 11.0 released!

I put in a fix that I believe should resolve the canvas issue: https://bitbucket.org/rude/love/commits/46da35e2cc99489bc6272564615678381b0767f3 There's a prebuilt Windows binary with the fix here, if people can confirm that the fix works that'd be great: https://ci.appveyor.com/project/AlexSzpakows...
by Jasoco
Mon Apr 02, 2018 1:19 pm
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 35902

Re: LÖVE 11.0 released!

after updating my game to 11.0, it seems to sometimes not create canvases. it doesn't produce an error, just sometimes the canvases are all black and drawing to them does nothing. Can confirm. Apparently it has something to do with the canvases getting garbage collected and re-created from the same...
by Jasoco
Mon Apr 02, 2018 1:41 am
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 35902

Re: LÖVE 11.0 released!

Looks like I have a lot of work to do. Some shaders of mine are giving complaints probably because of the switch from 255-based colors to 1.0-based colors.
by Jasoco
Fri Mar 23, 2018 1:04 am
Forum: Support and Development
Topic: Issue with Flipping Sprite
Replies: 3
Views: 1155

Re: Issue with Flipping Sprite

Yeah like Ivan said, just offset the x-offset to half the sprite width and adjust the draw x-offset to the same amount so it draws within the same box. love.graphics.draw(self.image, self.x + (self.image:getWidth() / 2) , self.y, 0, self.direction, 1 , (self.image:getWidth() / 2), 0 ) You can cache ...
by Jasoco
Fri Mar 23, 2018 12:57 am
Forum: Support and Development
Topic: Is There any way to make an Animation without Quads?
Replies: 11
Views: 2706

Re: Is There any way to make an Animation without Quads?

I would definitely recommend just using a single sheet with all the frames on it (Even if you just use canvases to assemble them in-game after the fact) and then to make it easier for you, use a library like Anim8 to handle the animation itself. I mean you can have them all as separate images but it...
by Jasoco
Wed Mar 21, 2018 5:49 pm
Forum: General
Topic: Graphics module in threads
Replies: 7
Views: 2112

Re: Graphics module in threads

Well you'd have to start the new thread and have the main thread wait for the new thread (Which I guess loads everything) to send the "all done!" message back to the main thread. And while you wait you'd draw that loading screen.
by Jasoco
Sun Mar 11, 2018 3:05 pm
Forum: Support and Development
Topic: Rope Physics Help
Replies: 19
Views: 4402

Re: Rope Physics Help

I just threw this together quickly - looks to be pretty rope-ish to me, doesn't rely on love.physics. screenshot.png It doesn't do collisions or anything, but that could be added easily enough. I added two ropes - one has zero drag, the other does have drag, so you can see the difference. The first...
by Jasoco
Wed Mar 07, 2018 4:47 pm
Forum: Support and Development
Topic: nes like graphics system?
Replies: 5
Views: 1515

Re: nes like graphics system?

I wrote a simple shader for a project I did a while ago that does just that, takes an image and replaces certain colors with whatever you pass to it. It would be used for NES-style sprite and tile colorizing. Here's the simple code if you want it: nesShader = love.graphics.newShader[[ extern vec4 co...
by Jasoco
Thu Mar 01, 2018 6:25 am
Forum: Support and Development
Topic: Allow Fullscreen but not screen resize
Replies: 8
Views: 1546

Re: Allow Fullscreen but not screen resize

On macOS, the green Zoom button (The Mac equivalent to maximize) does put Löve into fullscreen if you enable it. It just changes the resolution of the window to the screen resolution. The benefit to this is that it also gets its own Space which you can switch between at will rather than taking over ...
by Jasoco
Wed Dec 27, 2017 5:51 pm
Forum: Support and Development
Topic: Make speed constant no matter the FPS
Replies: 5
Views: 1443

Re: Make speed constant no matter the FPS

As has been mentioned, as long as you pass dt into every function you place in update that has anything to do with movement or speed or whatever, it should work fine. And don't try to use it in love.draw as it won't work, but you can make it work if you absolutely have to by either calling love.time...