Search found 395 matches
- Mon May 02, 2016 10:21 pm
- Forum: General
- Topic: Implementing rhythm-based mechanics
- Replies: 9
- Views: 5923
Re: Implementing rhythm-based mechanics
The formula for the current beat of a song given a song's playing position (in seconds) and a BPM: bpm / 60 * songTime So if your BPM was 120 and the song is at 1 second, then the current beat is 2. This gets a lot more complicated with BPM changes, but if you're not dealing with that, then this sho...
- Mon May 02, 2016 5:23 am
- Forum: Support and Development
- Topic: Requiring love modules for unit testing
- Replies: 5
- Views: 3434
Re: Requiring love modules for unit testing
You best bet might be to require busted from love, and not the other way around, then perhaps add an optional flag (e,g, '--test') to test your code when you run your game, though there's a lot of ways to do it from there.
- Sun May 01, 2016 1:59 am
- Forum: Support and Development
- Topic: Non-rectangular buttons
- Replies: 9
- Views: 8757
Re: Non-rectangular buttons
The second best way would probably be to use a bunch of smaller simple shapes, or a polygon. mlib does what you're probably looking for.
- Fri Apr 29, 2016 3:36 pm
- Forum: General
- Topic: LÖVE 0.10.1 released
- Replies: 44
- Views: 37100
Re: LÖVE 0.10.1 released
You should probably update your drivers on Ubuntu from a different repository from the main. I recall Ubuntu's sources being notoriously outdated.
- Sat Apr 23, 2016 5:05 pm
- Forum: General
- Topic: Are there any level editor?
- Replies: 7
- Views: 8108
Re: Are there any level editor?
You're thinking about things too one-sidedly. Opening up Tiled, saving a map, and loading it with STI doesn't take that long at all. Making a tile set and translating map data to game objects is a part of both processes.
If you need to make a game where Tiled isn't suited, don't use Tiled.
If you need to make a game where Tiled isn't suited, don't use Tiled.
- Thu Apr 21, 2016 6:57 am
- Forum: General
- Topic: Another Lua-based language implementation
- Replies: 18
- Views: 9818
Re: Another Lua-based language implementation
I'm gonna put it aside for now, actually. For a lot of the reasons airstruct pointed out, and for a few others, which might be restatings of what's been said anyway: 1) There's not a lot of ways I can create a new language that's based on Lua without being redundant or without becoming what MoonScri...
- Wed Apr 20, 2016 2:21 am
- Forum: General
- Topic: Another Lua-based language implementation
- Replies: 18
- Views: 9818
Re: Another Lua-based language implementation
That's still a good idea, yeah. I'll look into that some other time.
- Tue Apr 19, 2016 11:50 pm
- Forum: General
- Topic: Another Lua-based language implementation
- Replies: 18
- Views: 9818
Re: Another Lua-based language implementation
One major feature of Lua that almost every Lua programmer uses, and that heavily influences how it looks, is that there's no need to have a separator between statements. There's one exception to that rule, because the syntax is ambiguous as-is and a statement separator breaks the ambiguity. I think...
- Tue Apr 19, 2016 10:11 pm
- Forum: General
- Topic: Another Lua-based language implementation
- Replies: 18
- Views: 9818
Re: Another Lua-based language implementation
Is your aim to retain compatibility with Lua, at least for the not very advanced features? I see problems with that. Not really looking for compatibility here. Just wanting it to look like Lua, since I like the way Lua looks, but not all of how it functions. I listed compatibility on the README, bu...
- Tue Apr 19, 2016 12:24 pm
- Forum: General
- Topic: Another Lua-based language implementation
- Replies: 18
- Views: 9818
Re: Another Lua-based language implementation
Like this: local tab tab = { 1, 2, 3, 'foo' } function checkThing( x, y, z ) local remove = false for i = 1, #tab do remove = remove or x == tab[i] end if remove then table.remove( tab, 1 ) end Here's a more complex example: --> (lua) local a, b a = 5 b = 10 do --> (lua) local b a = 15 local b = 20 ...