Search found 947 matches

by grump
Thu Jan 06, 2022 9:57 pm
Forum: Support and Development
Topic: Strange bug trying to automate executable packaging [solved]
Replies: 17
Views: 4909

Re: Strange bug trying to automate executable packaging

I'm going to be angry . You seem angry already. 25 whole megabytes. That was a considerable amount of storage space back in 1995. Build your fused game with zip files to rule out one source of error. That's all I have for you. the unfortunate problem of Linux's whole "recompile thing for optim...
by grump
Thu Jan 06, 2022 8:52 pm
Forum: Support and Development
Topic: Strange bug trying to automate executable packaging [solved]
Replies: 17
Views: 4909

Re: Strange bug trying to automate executable packaging

build24 and build25 do both work for me in Linux. The 7z file takes much longer to start though. I wouldn't count on 7z being supported everywhere. If you only ship fused Windows builds then it's probably okay. If you want to be on the safe side, use .zip files. The small size difference seems negli...
by grump
Thu Jan 06, 2022 5:09 pm
Forum: Support and Development
Topic: Strange bug trying to automate executable packaging [solved]
Replies: 17
Views: 4909

Re: Strange bug trying to automate executable packaging

.7z is not .zip, or is it? Make sure you create a .zip file.
by grump
Tue Jan 04, 2022 5:33 pm
Forum: General
Topic: LÖVE 11.4 - out now!
Replies: 51
Views: 226172

Re: LÖVE 11.4 - out now!

Another option would be using the relocatable nature of the 11.4 AppImage. You can "fuse" your game with the 11.4 Linux binaries and distribute that along your game. I am aware; I build and distribute an AppImage that runs LÖVE games for all versions from 0.8.0 to 11.3. That reminds me: I...
by grump
Tue Jan 04, 2022 4:48 pm
Forum: General
Topic: LÖVE 11.4 - out now!
Replies: 51
Views: 226172

Re: LÖVE 11.4 - out now!

Hm, that is unfortunate. 2.1 supports 64-bit bitops but this means you can't rely on them being present when distributing plain love files.
by grump
Tue Jan 04, 2022 4:27 pm
Forum: General
Topic: LÖVE 11.4 - out now!
Replies: 51
Views: 226172

Re: LÖVE 11.4 - out now!

Holy shit, it finally happened.
* Changed all builds and platforms where LOVE provides LuaJIT to use LuaJIT 2.1 instead of 2.0.
Which platforms are not guaranteed to use 2.1?
by grump
Fri Dec 31, 2021 10:44 am
Forum: Support and Development
Topic: Making image white
Replies: 10
Views: 3023

Re: Making image white

To make it clear, what I mean by doesn't work with setColor is that setColor makes the image not white? The shader + setColor makes all pixels that color. No reason why it shouldn't. Hardcoded white is the same as setColor(1, 1, 1). Edit: Oh, yes. I use premultiplied on an image. Any bad side effec...
by grump
Thu Dec 30, 2021 7:20 pm
Forum: Support and Development
Topic: Making image white
Replies: 10
Views: 3023

Re: Making image white

I was scwared it won't work with all OSs That's unreasonable. There's always shaders running. If you don't use a custom one then a default shader is used that does pretty much the same calculations as this one, just in a slightly different way. This is a pretty basic thing that'll run on a potato. ...
by grump
Thu Dec 30, 2021 12:12 pm
Forum: Support and Development
Topic: Making image white
Replies: 10
Views: 3023

Re: Making image white

Won't that just draw a white rectangle? To be fair, "How to make an image white" is not a very clear question and open to interpretation. An example image would have been helpful. An image without alpha channel would become a white rectangle, so it's a valid suggestion. Okay, for the sake...
by grump
Thu Dec 30, 2021 3:05 am
Forum: Support and Development
Topic: Making image white
Replies: 10
Views: 3023

Re: Making image white

Gunroar:Cannon() wrote: Wed Dec 29, 2021 9:10 pm without shaders
*sigh*

You can make the pixels in an ImageData white and preserve the alpha channel:

Code: Select all

local imgd = love.image.newImageData('theimage.png')
imgd:mapPixel(function(x, y, r, g, b, a)
	return 1, 1, 1, a
end)
local whiteImage = love.graphics.newImage(imgd)