Search found 12 matches

by moikmellah
Mon Jan 01, 2018 5:53 am
Forum: Games and Creations
Topic: Conquest of Durgan Kal
Replies: 5
Views: 4813

Conquest of Durgan Kal

Greets! Conquest of Durgan Kal is an open-source Metroidvania with procedurally generated dungeons, assembled from a variety of premade rooms. The engine portion of the project is licensed MIT and the data portion is licensed under CC-By-SA-4.0. Controls are as follows: Attack/Accept: S,D,F; Gamepad...
by moikmellah
Fri Jun 20, 2014 11:02 pm
Forum: Support and Development
Topic: floor not working
Replies: 7
Views: 4561

Re: floor not working

This is problematic: --Gravity! for i, v in pairs(block) do if CheckCollision(player.x, player.y, 50, 50, block[i].x, block[i].y, 50, 50) then else player.y = player.y + 10*dt end end What you're effectively doing here is checking EVERY block in the level, and for each block checked, moving downward...
by moikmellah
Tue May 27, 2014 6:34 pm
Forum: Support and Development
Topic: Love.exe close itself after opened
Replies: 17
Views: 16329

Re: Love.exe close itself after opened

This post on the Steam Community forums sounds similar to your issue. According to your dxdiag output, you're in 16-bit color mode ("Current Display Mode: 1280 x 768 (16 bit) (60Hz)"); try bumping to 32-bit color mode and see if that clears it up.

-mm
by moikmellah
Wed May 14, 2014 4:38 pm
Forum: Support and Development
Topic: How to refer to a table inside another table?
Replies: 14
Views: 9591

Re: How to refer to a table inside another table?

The segments in your map table are indexed as 'a1', 'b1', etc., so using ipairs() to iterate over them doesn't work - the logic in your for loop is never actually executed, so currentMapSegment() always returns nil. Try using pairs() instead of ipairs() - pairs() will iterate over all key/value pair...
by moikmellah
Tue May 06, 2014 11:00 pm
Forum: Games and Creations
Topic: [LD29] Burrow Down
Replies: 10
Views: 9713

Re: [LD29] Burrow Down

Just played through this - had a few great 'oh, s**t' moments, like the first time I came across one of those warlock-ish guys. Very well done!
by moikmellah
Thu Apr 17, 2014 11:53 pm
Forum: Support and Development
Topic: Error when killing enemies
Replies: 5
Views: 2301

Re: Error when killing enemies

One other problem worth mentioning: if #sc.X ~= 0 and #wr.positionsX ~= 0 then for n = 1, #sc.X do if n > #wr.positionsX then break else if wr.positionsX[n]+wrench:getWidth() > sc.X[n] and wr.positionsX[n] < sc.X[n]+spycrab:getWidth() and wr.positionsY[n]+(wrench:getHeight()/2) > sc.Y[n] and wr.posi...
by moikmellah
Wed Apr 16, 2014 12:21 am
Forum: Support and Development
Topic: Multiple questions : math.random, objects, events ...
Replies: 12
Views: 5322

Re: Multiple questions : math.random, objects, events ...

You need ':' in both places. In Lua, declaring a function like so: function Thing:doStuff(x, y) -- do stuff here end ..is the same as declaring it this way: function Thing.doStuff(self, x, y) -- do stuff here end The ':' tells Lua that the function should implicitly accept a first argument stored in...
by moikmellah
Tue Apr 15, 2014 1:36 pm
Forum: Support and Development
Topic: Multiple questions : math.random, objects, events ...
Replies: 12
Views: 5322

Re: Multiple questions : math.random, objects, events ...

One issue I can see is with scope - you're declaring 't1' as a local variable in love.load(), so it wouldn't exist when you try to invoke it in love.draw(). Try this instead: -- global declaration of t1 t1 = nil function love.load() ... -- instantiate t1 t1=Text.new(mot[1],100,1) ... end function lo...
by moikmellah
Mon Apr 14, 2014 9:55 pm
Forum: Support and Development
Topic: Question for tables and variables :3
Replies: 12
Views: 8460

Re: Question for tables and variables :3

Perhaps something like this is what the OP is looking for? Table = {} SomeTable = {} SomeTable.var = "Table" function love.mousepressed(x, y, button) if button == "l" then local myTable = _G[SomeTable.var] table.insert (myTable, 1) end end That allows you to reference a variable ...
by moikmellah
Fri Apr 04, 2014 11:18 pm
Forum: Support and Development
Topic: Random things occur after playing Hexen2 ?:D?
Replies: 4
Views: 2340

Re: Random things occur after playing Hexen2 ?:D?

Hello! I've experienced very similar issues with my game - the 'clipping through the floor' part sounded especially familiar. What's happening is probably a symptom of varying framerates; you should try showing the output of love.timer.getFPS() onscreen to see what the framerate is both when the gam...