Search found 4835 matches
- Fri Jun 08, 2018 10:23 pm
- Forum: General
- Topic: Does Löve support Linux ARM?
- Replies: 14
- Views: 14169
Re: Does Löve support Linux ARM?
Oh, you're cross-compiling, well that's fun. You'll probably need to cross-compile all dependencies yourself, and maybe even set the environment variables to override the search paths. You can't re-use the dependencies installed on the host as you can't run those on the target.
- Fri Jun 08, 2018 9:54 pm
- Forum: General
- Topic: Does Löve support Linux ARM?
- Replies: 14
- Views: 14169
Re: Does Löve support Linux ARM?
You'll need to install the dependencies. I'm not sure what arm version is required for luajit, but you can definitely try to get it running. If that doesn't work out, try passing --help to configure to see how you can build against another lua implementation.
- Fri Jun 08, 2018 5:41 pm
- Forum: Ports
- Topic: love2d flatpak
- Replies: 1
- Views: 32522
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.
- Fri Jun 08, 2018 5:38 pm
- Forum: General
- Topic: Does Löve support Linux ARM?
- Replies: 14
- Views: 14169
Re: Does Löve support Linux ARM?
Yes, it should just work.
- 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: 38433
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.
- 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: 3595
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...
- 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: 3595
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.
- Mon May 28, 2018 5:00 pm
- Forum: Support and Development
- Topic: Help with HC?
- Replies: 3
- Views: 3755
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 ...
- Mon May 21, 2018 1:04 pm
- Forum: General
- Topic: Getting a project to work with moonscript 0.5.0-1
- Replies: 12
- Views: 15424
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.
- Mon May 21, 2018 11:14 am
- Forum: General
- Topic: Getting a project to work with moonscript 0.5.0-1
- Replies: 12
- Views: 15424
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...