Search found 395 matches
- Fri Feb 19, 2016 4:01 pm
- Forum: Libraries and Tools
- Topic: [library] LoveLive - Real time value tweaking (v0.2.0)
- Replies: 7
- Views: 5516
Re: [library] LoveLive - Real time value tweaking (v0.2.0)
You're most likely referring to lovecat , which is similar to lovebird , but closer to LoveLive in purpose. As far as I can tell... lovecat isn't all too hot when it comes to transparency. That's pretty much the one thing I wanted to achieve here: make it easy to use and easy to implement. Not sure ...
- Fri Feb 19, 2016 3:04 pm
- Forum: Libraries and Tools
- Topic: [library] LoveLive - Real time value tweaking (v0.2.0)
- Replies: 7
- Views: 5516
Re: [library] LoveLive - Real time value tweaking (v0.2.0)
That's an interesting thing to think about. An interesting thing I'll be thinking about.
So, perhaps, maybe another program entirely, where you'll somehow define the variables from there? Maybe using Lua environment trickery? Sounds like fun.
So, perhaps, maybe another program entirely, where you'll somehow define the variables from there? Maybe using Lua environment trickery? Sounds like fun.
- Thu Feb 18, 2016 11:37 pm
- Forum: Libraries and Tools
- Topic: [library] LoveLive - Real time value tweaking (v0.2.0)
- Replies: 7
- Views: 5516
Re: [library] LoveLive - Real time value tweaking
I imagine this isn't too relevant to anyone's current usage, but I updated the library to v0.2.0 with two main changes: The mouse being bounded to the window, and therefore making you unable to change values is fixed. The parameters for the UI font are changed to use love font objects instead of pat...
- Tue Feb 16, 2016 9:33 am
- Forum: Libraries and Tools
- Topic: [library] LoveLive - Real time value tweaking (v0.2.0)
- Replies: 7
- Views: 5516
[library] LoveLive - Real time value tweaking (v0.2.0)
heheheheheheheh clever name LoveLive is a library I've made to make the process of editing game variables live a little nicer. Solutions for this exist, but I wanted to go for something that's simple to use and implement, and something that can show immediate output of a change in value to streamli...
- Mon Feb 15, 2016 8:23 am
- Forum: General
- Topic: (SOLVED) Newbie problem with dt
- Replies: 8
- Views: 3739
Re: Newbie problem with dt
Try this for your update method instead. I notice it could be simplified a bit, and doing that might be a good path towards a solution. function CHero:updateSpeedX(dt) local targetSpeed = gKeyPressed.left and -self.maxSpX or gKeyPressed.right and self.maxSpX or 0 self.spX = self.spX + (targetSpeed -...
- Fri Jan 29, 2016 9:22 am
- Forum: Support and Development
- Topic: when overhead matters: return tables, or multiple values?
- Replies: 3
- Views: 3140
Re: when overhead matters: return tables, or multiple values?
As rmcode stated, you definitely shouldn't worry about optimizing a lot of the time, especially when you're working with one of the fastest scripting languages available, while it's run with the fastest interpreter / JIT compiler available for the language. Most of the time, unless your game is slow...
- Wed Jan 20, 2016 2:22 am
- Forum: Support and Development
- Topic: imagedata:getPixel(x,y) is nil?
- Replies: 4
- Views: 2896
Re: imagedata:getPixel(x,y) is nil?
Ah, right. My mistake. I make that mistake all the time.
- Wed Jan 20, 2016 1:32 am
- Forum: Support and Development
- Topic: imagedata:getPixel(x,y) is nil?
- Replies: 4
- Views: 2896
Re: imagedata:getPixel(x,y) is nil?
You need to use image.getImageData, not graphics.getImage. You can create a drawable Image from the ImageData.
Code: Select all
mainImageData = love.image.newImageData('test.png')
mainImage = love.graphics.newImage(mainImageData)
r,g,b,a = mainImageData:getPixel(20, 20)
- Wed Jan 13, 2016 1:02 pm
- Forum: General
- Topic: LÖVE 0.10.0 released
- Replies: 86
- Views: 79701
Re: LÖVE 0.10.0 released
That's definitely the kind of thing that should be left to libraries.
- Mon Jan 04, 2016 3:54 am
- Forum: General
- Topic: Post-0.10.0 feature wishlist
- Replies: 177
- Views: 91668
Re: Post-0.10.0 feature wishlist
Would it be possible to add Moonscript-Support? What I mean is the ability to directly pack .moon (alongside of .lua) files in a .love file and let LÖVE take care of the rest. There used to be a fork of LOVE that did this, made by leafo himself if I recall correctly, but the reasoning against its d...