Alright, some more news! Further announcements and stuff about #LOVEPotion will be on @lovebreworg.
Not sure why it won't let me find it right now, but it does exist (*checks accounts tab in Twitter*).
Next up for #LOVEPotion 2.3.0, we'll be adding the image module! Hello dds and astc file parsing (and probably pkm, *maybe* ktx)! This is a dds file with BC1 compression :D
It's seven minutes away, and I did plan on announcing the release of LÖVE Potion 2.2.0--and it will still be here today. I'm trying to help someone troubleshoot something wrong with lovebrew, the conversion tool. Once that's fixed it should be golden!
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I’ve decided that #LÖVEPotion requires a proper debugger. We’ve had LuaSocket support for some time, since @obey_love also has it.
Some simple TCP stuff. You run the server on your PC and allow your 3DS’s or Switch’s IP address to connect.
@rweichler Not sure what you mean about cross-compilation though. Could you clarify?
Put it this way, the server is ran as a LÖVE program as well as the “client” code on LÖVE Potion. They’re both using the same version of LuaSocket as well.
@rweichler I don’t think it entirely matters, but I chose this way because all lua will be parsed from print calls on the console anyways and sent as serialized json.
The approach seems simpler to me, at least.
The console config item for conf.lua then takes either a table as {string ip, number port} or string (the server address). Gotta do some features I’d like to add to the server side of things and it should be ready for when 2.2.0 is out.
@NotQuiteApex One of my friends told me that they have to use a Windows virtual machine just to play several of the VR games because even with Proton, performance is bad.
@NotQuiteApex I'd switch to Linux if SteamVR worked well with it (as I don't really know if it does), especially the rest of my library. I know Proton exists, but idk if *all* of the games I own now and in the future would work well with it, e.g. Far Cry 6.