Search found 16 matches

by obey
Fri Jul 05, 2013 1:30 pm
Forum: General
Topic: Creating a complex game
Replies: 14
Views: 2437

Re: Creating a complex game

I want to object to something: - Have the ability to extend my game into a multi-player one It is possible to extend a single player game to a multiplayer game, but I highly recommend NOT doing it. Single and multiplayer games are entirely different by design. It is not even close to "I have a sing...
by obey
Tue Jul 02, 2013 11:32 pm
Forum: General
Topic: Creating a complex game
Replies: 14
Views: 2437

Re: Creating a complex game

Thanks guys, I asked this because I wanted to hear how to structure my game, if it were to be a big and complex one. In addition I got to play with "Zoetrope" - when I asked about basic love functionality I meant that Zoetrope didn't have basic functions that I'm use to in "raw-LOVE" like the setLin...
by obey
Tue Jul 02, 2013 2:50 pm
Forum: General
Topic: Creating a complex game
Replies: 14
Views: 2437

Re: Creating a complex game

MPQC wrote:Lots of classes. :awesome:
Any examples?
by obey
Tue Jul 02, 2013 2:42 pm
Forum: General
Topic: Creating a complex game
Replies: 14
Views: 2437

Creating a complex game

I would like to be able to create a complex game, Including: - Camera for a side-stroller - Code in an OO style - Have an easy way to animate my on screen objects - Have the ability to extend my game into a multi-player one - Have a GUI system to show screens - Have all the basic abilities in LOVE -...
by obey
Mon Jul 01, 2013 6:57 pm
Forum: Support and Development
Topic: Runtime error - when using body:setActive
Replies: 8
Views: 2270

Re: Runtime error - when using body:setActive

You can use a single table that is globally accessible and has the bodies as values: function beginContact(a, b, coll) if a:getCategory()==2 and b:getCategory()==2 then if a:getUserData() ~= b:getUserData() then inactive_bodies[#inactive_bodies + 1] = a:getBody() in love.load: function love.load() ...
by obey
Sun Jun 30, 2013 9:48 pm
Forum: Support and Development
Topic: Runtime error - when using body:setActive
Replies: 8
Views: 2270

Re: Runtime error - when using body:setActive

the active property sounded good for that. Yeah, I wanted to use it like that too. I guess you have to store the flag somewhere in a table. Haven't touched Box2D in quite a while and never did something big with it so I can't really go into the design of it, sorry.. Yea I thought about creating a t...
by obey
Sun Jun 30, 2013 9:22 pm
Forum: Support and Development
Topic: Runtime error - when using body:setActive
Replies: 8
Views: 2270

Re: Runtime error - when using body:setActive

This is an uncaught exception. It's fixed in 0.9.0, I think. You're not supposed to change the world during an update/timestep. To my knowledge, setting a body active or inactive counts as that. So how would you suggest to make the bullet disappear and the enemy's body to change to dead? I need som...
by obey
Sun Jun 30, 2013 9:08 pm
Forum: Support and Development
Topic: Runtime error - when using body:setActive
Replies: 8
Views: 2270

Re: Runtime error - when using body:setActive

Plu wrote:What kind of runtime error?
Attached image shows the exact error.
by obey
Sun Jun 30, 2013 9:02 pm
Forum: Support and Development
Topic: Playing sounds in parallel
Replies: 11
Views: 3628

Re: Playing sounds in parallel

bartbes wrote:He's saying you need to create a new source for it.
Basically, you can think of a source as a music instrument, it can only play one thing at a time.
Thanks, it works.
by obey
Sun Jun 30, 2013 8:57 pm
Forum: Support and Development
Topic: Runtime error - when using body:setActive
Replies: 8
Views: 2270

Runtime error - when using body:setActive

Here is the part of the code that triggers the error (it is used for bullet collision with enemies): function beginContact(a, b, coll) if a:getCategory()==2 and b:getCategory()==2 then if a:getUserData() ~= b:getUserData() then a:getBody():setActive(false)-- This produces the error When I comment ou...