Search found 3444 matches
- Thu Aug 04, 2016 7:24 pm
- Forum: Games and Creations
- Topic: Cloud for Love2D Users
- Replies: 2
- Views: 2786
Re: Cloud for Love2D Users
Don't listen to me, since i know very little of cloud stuff, but if this could be combined with a could-based testing platform (or in other words, a löve web-player) and a function to auto-generate .love (and maybe windows exe files zipped up with the necessary löve dll-s), i could say it'd be an aw...
- Thu Aug 04, 2016 3:08 pm
- Forum: Support and Development
- Topic: Using love.draw
- Replies: 18
- Views: 8059
Re: Using love.draw
I'm pretty certain in luajit the difference isn't that big and it would be a bit cleaner imo . exactly Well, i did test performance between vanilla lua and luaJIT that löve uses, most of those benchmarks are useless with the latter. Not completely my own opinion, since i did test it out. No, i can ...
- Wed Aug 03, 2016 11:53 pm
- Forum: Support and Development
- Topic: table in table error
- Replies: 7
- Views: 2627
Re: table in table error
Simple, you forgot the comma (,) at the end of the line starting with ground =.
Since it found the word "box" instead of a comma, it expected the closing } bracket of the solidstatic table.
Since it found the word "box" instead of a comma, it expected the closing } bracket of the solidstatic table.
- Wed Aug 03, 2016 8:15 am
- Forum: Support and Development
- Topic: Having *unique* objects on screen
- Replies: 13
- Views: 5389
Re: Having *unique* objects on screen
(to Lua 10 and "10" are both valid numbers, except when the argument accepts a string in which case the value is interpreted as string and not converted to a number) To be a bit more precise, lua's not a statically typed language, so the function, nor the program will ever know what type ...
- Tue Aug 02, 2016 11:29 am
- Forum: General
- Topic: linux bitmap font generator.
- Replies: 7
- Views: 8333
Re: linux bitmap font generator.
Another image:
You can see the artefacts for both the glyphs and the boxes as well.- Tue Aug 02, 2016 3:41 am
- Forum: Support and Development
- Topic: Can someone please explain "for" statements in lua?
- Replies: 11
- Views: 5535
Re: Can someone please explain "for" statements in lua?
You can't iterate through an integer in lua. Bull. -- Simple numeric loop. -- a is the number the loop should start at -- b is the number it should end at (inclusive) -- c is the step, meaning how many to add (or subtract, in case it's negative) from a until it reaches b. If you don't give this, it...
- Mon Aug 01, 2016 5:22 pm
- Forum: Libraries and Tools
- Topic: gifload, a GIF image loader in pure LuaJIT+FFI
- Replies: 9
- Views: 17793
Re: gifload, a GIF image loader in pure LuaJIT+FFI
Exactly what i thought at first, something like a gif:draw() to be used in love.draw (or even lg.draw), but since this is mostly a loader lib, from what i can tell, seems like the users can do whatever they want to with the information it loaded in.
- Mon Aug 01, 2016 5:20 pm
- Forum: Support and Development
- Topic: Troubles with Lua class and OOP
- Replies: 8
- Views: 5420
Re: Troubles with Lua class and OOP
Also, as you can see, the name of the table inside your "class" (i.e. other file(s)), the name of that file, and the name of the variable you'll require it into can all differ, though it's a good thing to be consistent in these matters.
- Mon Aug 01, 2016 8:28 am
- Forum: General
- Topic: linux bitmap font generator.
- Replies: 7
- Views: 8333
Re: linux bitmap font generator.
BMFont files would be a bit difficult to create with hand, but Löve supported and still supports a simpler imagefont type that's easier to create. The [wiki]ImageFontFormat[/wiki] page on the wiki explains it well, though i'd add to it that you can create both mono or not monospaced fonts with that ...
- Mon Aug 01, 2016 5:23 am
- Forum: Support and Development
- Topic: Troubles with Lua class and OOP
- Replies: 8
- Views: 5420
Re: Troubles with Lua class and OOP
It works because you defined Player as a global in player.lua
You generally don't want to do that since it pollutes the scope.
You do local Player = {}
and then
return Player
at the end.
You generally don't want to do that since it pollutes the scope.
You do local Player = {}
and then
return Player
at the end.