Search found 58 matches
- Mon Jul 11, 2016 7:28 pm
- Forum: General
- Topic: Need some help with learning Lua
- Replies: 6
- Views: 7963
Re: Need some help with learning Lua
Well if you are fond of distant education approach, here is Lua's 101 which people are usually refer to from code-related keywords on Google. Not really a cookbook but its one of most comprehensive things on subject. Otherwise, you should query "lua basic tutorial" or something to dive int...
- Fri Jul 08, 2016 6:07 pm
- Forum: Support and Development
- Topic: How to Create a Limbo like atmosphere in Love2d ?
- Replies: 3
- Views: 3009
Re: How to Create a Limbo like atmosphere in Love2d ?
63823709.jpg No, seriously, it is just what it is. Except for parallax camera. Sorry, i would not be able to share technical details ( as there is a forum topic where they belong) as well as few camera libs out there to help with that. Worth mentioning, though, that once you know how to get separat...
- Fri Jul 08, 2016 3:22 pm
- Forum: General
- Topic: Post-0.10.0 feature wishlist
- Replies: 177
- Views: 91830
Re: Post-0.10.0 feature wishlist
Having project with sometimes 100+ of particle effects drawn on screen simultaneously (along with other game logic calculations) i wish there will be some sort of ParticleSystem:bindToSpriteBatch(). So then instead of calling separate ParticleSystem:draw() for each emitter, i can bind a hundred of t...
- Thu Jul 07, 2016 9:30 pm
- Forum: Support and Development
- Topic: SetCanvas() breaks drawing when using Tiled/STI
- Replies: 4
- Views: 2488
Re: SetCanvas() breaks drawing when using Tiled/STI
It's way more reliable to store current canvas into local variable before your new setCanvas call and at the end set it as current after all draw procedures. local prevcanvas = love.graphics.getCanvas() love.graphics.setCanvas(mycanvas) -- draw my stuff on my other canvas love.graphics.setCanvas(pre...
- Wed Jul 06, 2016 8:01 am
- Forum: Support and Development
- Topic: Simple questions about things
- Replies: 3
- Views: 3466
Re: Simple questions about things
Is there a way to 'disable' quad bleeding? Or to prevent this effect? Depending on what are you trying to draw with them, you can either set texture filter to "linear" (simplest way, eliminates bleeding completely), or play with BlendAlphaMode while you draw them (if turning linear filter...
- Tue Jul 05, 2016 5:52 pm
- Forum: General
- Topic: LÖVE 0.10.1 released
- Replies: 44
- Views: 36761
Re: LÖVE 0.10.1 released
Something funny goes on when i'm trying to change ParticleSystem's buffer size when it has active particles in it. When i change it at runtime to a greater value than its current buffer size, or particle count (greatest value between them from math.max function), it's perfectly fine, however when i'...
- Mon Jul 04, 2016 5:07 pm
- Forum: Libraries and Tools
- Topic: Love2D "Serial Port Communication"
- Replies: 7
- Views: 6340
Re: Love2D "Serial Port Communication"
Well, so it actually depends on FFI doesn't it? (= And with Java mentioned i thought that Java-coded application sits on a VCP (that is created by USB-TTL chip on an Arduino) and then sends data over network to love2d. Nice anyway, i'm thinking about making some kind of IRL HUD for a game or maybe s...
- Sat Jul 02, 2016 4:01 pm
- Forum: Libraries and Tools
- Topic: Yet another state system
- Replies: 9
- Views: 9445
Re: Yet another state system
It is because of how love.run works by default, you can see that if update/draw it is defined by user, it will be called, otherwise it is skipped in run loop.HDPLocust wrote:
Love handler no update/draw callbacks,
- Sat Jul 02, 2016 3:13 pm
- Forum: Libraries and Tools
- Topic: Yet another state system
- Replies: 9
- Views: 9445
Re: Yet another state system
If you really want to cover all callbacks (like, all of them that are defined in love.handlers) you can fill your callback names table with following code on table init. (i.e. you don't need to fill table manually) local i = 1 for k,v in pairs(love.handlers) do print(k,v) -- this one just prints the...
- Sat Jul 02, 2016 2:09 pm
- Forum: Libraries and Tools
- Topic: Yet another state system
- Replies: 9
- Views: 9445
Re: Yet another state system
The thing that kinda worries me with libraries and helpers that are appearing lately and that rely on, process or affect engine callbacks in any way, is that when people implement "keypressed" callback (for example), they sometimes forget about the fact that this function actually accepts ...