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How do I install Love for Kali Linux (Debian)

Posted: Fri Feb 12, 2016 4:30 am
by chrisglinux
I have kali linux 2.0 and I have no idea how to install love on my computer and I want to really bad someone please help.
I know that Kali Linus is based on Debian and I have the deb files and they are extracted, I just don't know what to so from there so someone please help.

Thank you.

Re: LÖVE 0.10.0 released

Posted: Fri Feb 12, 2016 5:08 am
by josefnpat
So i'm guessing you already tried `sudo apt-get install love` and it's not in the repos.

If you have `dpkg` you can try to install it as the deb package.

Otherwise you will probably have to compile from source: https://love2d.org/wiki/Building_L%C3%96VE

Re: LÖVE 0.10.0 released

Posted: Sat Feb 13, 2016 4:53 pm
by Rucikir
While reading rude's new post about LÖVE new icons I realized the forum background theme hasn't been updated to include a super toast, hasn't it ?

Re: LÖVE 0.10.0 released

Posted: Sat Feb 13, 2016 5:09 pm
by zorg
I imagine one of the birds as the toast. :crazy:

Re: LÖVE 0.10.0 released

Posted: Sat Feb 13, 2016 8:32 pm
by molul
I'm catching up with new stuff in Löve since 0.7 (or maybe I got to 0.8 back then). I see some love.graphics functions have been moved to love.window. I wonder if something like TLfres was implemented, so you can set the game resolution to something, and then the window to something different.

For instance, I was doing my first tests on 0.10 on a 1280x720 window, and I'd rather make it 1920x1080 for seeing more elements on screen, but keeping the window size at 1280x720, or even resize it to whatever at any time.

Re: LÖVE 0.10.0 released

Posted: Sat Feb 13, 2016 11:46 pm
by Aussielaw
so does this mean hat if I'm too lazy to learn swift i can use love2d for iOS games?

Re: LÖVE 0.10.0 released

Posted: Sun Feb 14, 2016 7:58 am
by Davidobot
molul wrote:I'm catching up with new stuff in Löve since 0.7 (or maybe I got to 0.8 back then). I see some love.graphics functions have been moved to love.window. I wonder if something like TLfres was implemented, so you can set the game resolution to something, and then the window to something different.

For instance, I was doing my first tests on 0.10 on a 1280x720 window, and I'd rather make it 1920x1080 for seeing more elements on screen, but keeping the window size at 1280x720, or even resize it to whatever at any time.
You can set the resize flag to true in conf.lua and you will be able to resize the window freely.
I think you can easily implement a canvas drawing system whereby you scale it to the needed window size while maintaining the same game resolution.
Aussielaw wrote:So does this mean that if I'm too lazy to learn swift i can use love2d for iOS games?
You sure can, but I'm sure Swift offers more integration with the platform than LÖVE.