It's still not clear to me what the problem is/was...
You can make a circular shape in, say, Gimp, make corners transparent (so that only the circular wood texture is opaque), save as a PNG and have it rendered in LÖVE without having a black/blue/whatever square "behind" it.
Search found 184 matches
- Thu Mar 24, 2011 3:42 am
- Forum: Support and Development
- Topic: Textured Circle: A Quad issue
- Replies: 4
- Views: 2789
- Wed Mar 23, 2011 8:06 pm
- Forum: General
- Topic: Anyone gonna help a newbie?
- Replies: 8
- Views: 1794
Re: Anyone gonna help a newbie?
Even less if you omit the parenthesis:Robin wrote:Note that you probably should use require(). (Less typing for one thing. )
Code: Select all
require 'class' -- equals require( 'class' )
- Wed Mar 23, 2011 7:40 pm
- Forum: Support and Development
- Topic: Textured Circle: A Quad issue
- Replies: 4
- Views: 2789
Re: Textured Circle: A Quad issue
I'm not sure I fully understand the problem, but isn't it a transparency issue? Does your original image for a "circular" tile have transparent pixels?
Maybe you could post a screenshot showing the problem you're facing?
Cheers,
Andre
Maybe you could post a screenshot showing the problem you're facing?
Cheers,
Andre
- Wed Mar 23, 2011 2:31 pm
- Forum: General
- Topic: Lua + Sockets + coroutines
- Replies: 9
- Views: 3261
Re: Lua + Sockets + coroutines
That's correct, sorry for not mentioning it.vrld wrote:Only half of the truth. You can use nonblocking network IO using a timeout of 0.
EDIT: Since there are three possible solution to the blocking IO issue, I think my post qualifies for 2/3 of the truth
- Wed Mar 23, 2011 1:25 pm
- Forum: General
- Topic: Lua + Sockets + coroutines
- Replies: 9
- Views: 3261
Re: Lua + Sockets + coroutines
If you want to use coroutines to prevent your app from blocking when sending/receiving things over the network then it won't work. Coroutines are a kind of cooperative multitask, so if one coroutine blocks the entire app blocks. To prevent a network connection from blocking you'll need either socket...
- Wed Mar 23, 2011 4:16 am
- Forum: Support and Development
- Topic: Simulate Bitwise Shift Operators in Lua
- Replies: 11
- Views: 5123
Re: Simulate Bitwise Shift Operators in Lua
Indeed, although Lua 5.2 will include a bitwise library AFAIK, and LuaJIT has one as well. Mike Pall, author of both LuaJIT and BitOp, has publicly criticized the bitwise ops library that will ship with Lua 5.2 because it does not guarantee consistent results across platforms, because bitwise ops h...
- Wed Mar 23, 2011 3:05 am
- Forum: Support and Development
- Topic: Simulate Bitwise Shift Operators in Lua
- Replies: 11
- Views: 5123
Re: Simulate Bitwise Shift Operators in Lua
I think BitOp would be a great addition to LÖVE. It is cross-platform in that it ensures consistent behavior across all supported platforms which includes Linux, MacOS X and Windows.
And it's free software under the same license as Lua!
And it's free software under the same license as Lua!
- Fri Mar 18, 2011 5:21 pm
- Forum: Support and Development
- Topic: Engine Crash (Windows XP)
- Replies: 9
- Views: 3785
Re: Engine Crash (Windows XP)
Try the Wiki for the basics.Mason wrote:Then how am I supposed to go about actually making a game?
- Fri Mar 18, 2011 4:58 pm
- Forum: Support and Development
- Topic: Engine Crash (Windows XP)
- Replies: 9
- Views: 3785
Re: Engine Crash (Windows XP)
I'm just trying to start up 0.7.1 from the install, simple as that. I don't know what that means, but LÖVE expects to be given something to run as a argument when you execute it. Try to download a .love file and either execute LÖVE from the command line (love filename.love) or drag the .love file a...
- Fri Mar 18, 2011 4:35 pm
- Forum: Support and Development
- Topic: Engine Crash (Windows XP)
- Replies: 9
- Views: 3785
Re: Engine Crash (Windows XP)
Is it LÖVE 0.7.1? What are you trying to run? How are you running it?