Search found 482 matches

by MadByte
Fri Feb 02, 2018 11:13 pm
Forum: Support and Development
Topic: Garbage collector stops the game[or probably disk access]
Replies: 24
Views: 1271

Re: Garbage collector stops the game[or probably disk access]

... Also that all is a bad sign for estimates. If improving small part of functionality from 'awful' to 'bad' takes 20 days, how many forevers it will take to improve it from 'bad' to 'playable'? I still insist on bad/broken code like doing way to many load/save calls (possibly saving/loading every...
by MadByte
Wed Jan 31, 2018 5:46 pm
Forum: Support and Development
Topic: Love2D freezing on shutdown
Replies: 9
Views: 483

Re: Love2D freezing on shutdown

Yes I am changing my library now; I actually already did it a few days ago, I just wanted to know for the future. I now begun another game which does not use Box2D (it uses practically nothing actually) and still, as soon as I add world:generate() to my love.load(), love will afterwards take ages/f...
by MadByte
Sun Jan 28, 2018 8:57 am
Forum: Support and Development
Topic: Trouble figuring out collisions for array-based maps
Replies: 3
Views: 213

Re: Trouble figuring out collisions for array-based maps

Thanks for the reply! I'm looking at the source for your example right now. I had a question about if I wanted to add actual bullet physics. Would I use something similar to map:getTile to handle bullet ricochet, impact, etc, or would I be better off using a dedicated library? Not sure what you mea...
by MadByte
Sat Jan 27, 2018 8:53 pm
Forum: Support and Development
Topic: Trouble figuring out collisions for array-based maps
Replies: 3
Views: 213

Re: Trouble figuring out collisions for array-based maps

Welcome to the forums! If you stick to grid-based movement then it's less like having collisions - its more like having movement restrictions. You can check if the target position can be entered (no tile or not walkable) and if so, move the player there. That's it. -- ... function player:move(dx, dy...
by MadByte
Sun Jan 21, 2018 9:53 am
Forum: General
Topic: Are there any ways to make openworld?
Replies: 4
Views: 517

Re: Are there any ways to make openworld?

The most obvious answer is - use chunks. Creating a chunk system is more of an advanced task and requires quite a lot of work before getting useful results. You need to know what genre you want (Platformer, Top-Down, Isometric) and if you want procedural generated chunks or handcrafted ones (or a mi...
by MadByte
Wed Jan 17, 2018 5:20 pm
Forum: Support and Development
Topic: Enemies, obstacle's, power ups, life's and health bar (help)
Replies: 11
Views: 958

Re: Enemies, obstacle's, power ups, life's and health bar (help)

You just iterate through the second object layer. Add another loop to iterate through all layers and to update and draw your objects. Some more things I noticed: You don't indent your code. Proper line indention would make your code much more readable and easier to debug. love.graphics.draw(player.i...
by MadByte
Sat Jan 13, 2018 8:06 pm
Forum: Support and Development
Topic: Enemies, obstacle's, power ups, life's and health bar (help)
Replies: 11
Views: 958

Re: Enemies, obstacle's, power ups, life's and health bar (help)

soo every time I do it, It just comes as an error would it be ok to just give a .zip :) p.s. im doing everything right it just says make sure main.love is at the top it is at the top I swear I suppose you mean "main.lua" ? All you have to do is selecting the files and directories in your project fo...
by MadByte
Sat Jan 13, 2018 7:05 pm
Forum: Support and Development
Topic: Enemies, obstacle's, power ups, life's and health bar (help)
Replies: 11
Views: 958

Re: Enemies, obstacle's, power ups, life's and health bar (help)

ShadowPenguins wrote:
Sat Jan 13, 2018 6:59 pm
Yeah but im very new and don't really know how to do a .love I will when i learn how to.
It's not that difficult.
The wiki in general is a great resource to learn all kinds of stuff about LÖVE.
ShadowPenguins wrote: haha i have trouble with life/health because i keep getting errors
:P
by MadByte
Sat Jan 13, 2018 5:59 pm
Forum: Support and Development
Topic: Enemies, obstacle's, power ups, life's and health bar (help)
Replies: 11
Views: 958

Re: Enemies, obstacle's, power ups, life's and health bar (help)

Killing an actor There are many ways to "kill" an actor in a game. One would be to set the x and y position outside the visible screen area and reuse the table (and reset x,y) if the actor is alive again. Another and imho better solution would be to add an instance of an actor to a separate "world"...
by MadByte
Tue Jan 09, 2018 10:35 pm
Forum: Support and Development
Topic: Garbage collector stops the game[or probably disk access]
Replies: 24
Views: 1271

Re: Garbage collector stops the game

Impressive numbers. Not sure how you achieved them. Probably that's because not many modifications are done to each vertex data? I've made a couple of test projects, drawing overlapping half-transparent 16x16 random tiles with modified colors (which correspond game rendering of several block layers...