With the new sf2dlib/ctrulib changes, I don't think Turtle's fork compiles anymore ;v
Sorry for the lack of progress, I keep hitting obstacles then lose motivation. I'll try to merge Turtles audio changes, add Canvases and Spritebatches, then make another stable release.
The people in this thread who are angry at Cruel for "unnecessarily attacking" Rinnegatamante, seem to either be ignoring, or completely ignorant to the fact that Rinnegatamante does that all the time.
Yeah, .ogg's are supported, just not other .wav's
Your project won't load for me because it runs out of linear memory, which I will have to add audio streaming to fix
The 1.0.8 test game probably won't run due to audio changes, the game folder from this unstable version should work.
And as for the Undertale Lua Demo, are you using XavyrrVaati's LOVE or the old demo from a while back?
Yup, I don't recommend using this for development though, it's mostly for releasing games as CIA's
It's an unstable version, fresh off the presses from the git repo so things might not work, if you find something broken make sure to tell me.
You can grab it from here, the romfs is empty.
A couple of things are wrong with this.
function love.update(dt)
--blahblah
gameStates[gameState]:update(dt)
end
Calling a table function with a colon, puts the table (aka self) as the first argument.
So technically, it's passing itself as dt, and the actual dt is the second argument...
dofile() loads a file and executes it, require() keeps a track of what you've already loaded so you don't accidentally load the same code twice.
require() is also the Lua standard way of loading modules, at least for Lua 5.1 onwards (LövePotion uses 5.1)
The absolute simplest way of doing that...
if they get permission from 4j (the studio who helped put minecraft on consoles), they could put the console edition tutorial worlds in the game, as seeds
and i mean all of them (if not, maybe a few highlights, like TU1, TU31, and TU69)