Search found 82 matches
- Thu May 30, 2019 6:39 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1498935
Re: What's everyone working on? (tigsource inspired)
Red screen flashing is annoying as hell. Could replace with cracked screen or something else. It's just the flashing thats overdone. Agreed with you on that. Really was just an idea i had at the time. Cracks are a good idea... although i will probably make the flashing more subtle (hardly noticable...
- Tue May 28, 2019 10:54 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1498935
Re: What's everyone working on? (tigsource inspired)
Here's a top-down/side scrolling space shooter, with infinite gameplay. (will eventually have a story mode too). All the background scenery is procedurally generated. I abandoned this for a while, but got motivated to fix some of the broken enemies, and recently reworked many visuals; hopefully i'll...
- Thu Feb 28, 2019 6:14 pm
- Forum: Support and Development
- Topic: Shaders: having trouble porting existing shaders
- Replies: 2
- Views: 4990
Re: Shaders: having trouble porting existing shaders
Many thanks for all of that information, sorry for the late reply. This will be very useful to me, although, i think i'm going to go and look at GLSL shaders to try and understand things more about how shaders are generally put together. Your shader example does work, although i'm not sure how to im...
- Sat Feb 09, 2019 9:55 pm
- Forum: Support and Development
- Topic: Shaders: having trouble porting existing shaders
- Replies: 2
- Views: 4990
Shaders: having trouble porting existing shaders
I've been digging through the net looking at simple shaders on websites such as shadertoy and others. Trying to implement those examples into a love project to understand things; however they never seem to work and i get all kinds of errors, or broken/visual changes when applied. Even with shaders t...
- Wed Aug 15, 2018 3:49 pm
- Forum: Support and Development
- Topic: [SOLVED] How can i rewind a sound source, now that love.audio.rewind(source) has been removed?
- Replies: 2
- Views: 1867
Re: [SOLVED] How can i rewind a sound source, now that love.audio.rewind(source) has been removed?
Found a solution... turns out it was quite simple. Now it seems :stop() on an audio source automatically rewinds. Solved.
Code: Select all
function sound:play(fx)
fx:stop()
fx:play()
end
- Wed Aug 15, 2018 3:29 pm
- Forum: Support and Development
- Topic: [SOLVED] How can i rewind a sound source, now that love.audio.rewind(source) has been removed?
- Replies: 2
- Views: 1867
[SOLVED] How can i rewind a sound source, now that love.audio.rewind(source) has been removed?
Hi, tried searching, and fiddling about but cannot find a way to do this. As per; https://love2d.org/wiki/love.audio.rewind (which is now removed since 11.0) An example why i'd like to find a way to do this; a player can collect a series of pickups (coins, gems or whatever), which all use the same s...
- Tue Aug 14, 2018 10:04 pm
- Forum: Support and Development
- Topic: [SOLVED] Handling error exceptions for assert(loadstring(str))() ?
- Replies: 8
- Views: 4732
Re: [SOLVED] Handling error exceptions for assert(loadstring(str))() ?
Yeah, you missed returning the value for pcall: pcall(function() return assert(... Edit: also, you missed the second argument, now that I look closer. The first argument is always a boolean. That was probably the problem. Yeah, looking at that now, i see that is the case. Can't thank you enough for...
- Tue Aug 14, 2018 9:55 pm
- Forum: Support and Development
- Topic: [SOLVED] Handling error exceptions for assert(loadstring(str))() ?
- Replies: 8
- Views: 4732
Re: Handling error exceptions for assert(loadstring(str))() ?
By the way, i posted to soon about this being solved, whilst it didn't crash on invalid syntax, it did crash when the syntax was valid (something about expecting string/boolean error). You probably don't want to use assert , as that would need more layers of error handling. Try this: local fn, err =...
- Tue Aug 14, 2018 9:46 pm
- Forum: Support and Development
- Topic: [SOLVED] Handling error exceptions for assert(loadstring(str))() ?
- Replies: 8
- Views: 4732
Re: Handling error exceptions for assert(loadstring(str))() ?
Oh nevermind, i just got this working; local out = pcall(function() assert(loadstring(console.command))() end) if out then console:print(out) else console:print("ERROR: invalid lua snytax!") end This works! Thanks for reminding me of pcall, i gave up the other day trying to solve this, but...
- Tue Aug 14, 2018 9:33 pm
- Forum: Support and Development
- Topic: [SOLVED] Handling error exceptions for assert(loadstring(str))() ?
- Replies: 8
- Views: 4732
Re: Handling error exceptions for assert(loadstring(str))() ?
Looks like a job for pcall . Hi, thanks for replying. I previously looked up that function, but can't understand how i would use it here. How would i go about using pcall for this snippet? local out = assert(loadstring(console.command))() console:print(out) I have tried something such as: local out...