Search found 730 matches
- Wed May 30, 2018 3:09 am
- Forum: General
- Topic: love.filesystem and the absurdity of Love2D's file limitations
- Replies: 7
- Views: 7648
Re: love.filesystem and the absurdity of Love2D's file limitations
When you make a release version it won't be in the LOVE folder I believe. It's only there now because of if every single game you ran from this forum created a folder it will be hard to locate save files if needed.
- Mon May 28, 2018 10:43 am
- Forum: Support and Development
- Topic: (Solved) No objects are being drawn
- Replies: 3
- Views: 2650
Re: No objects are being drawn
So maybe I'm just not pairing them up properly but you have a stray end at the end of the file. Is all of the code you shown wrapped in another function? Edit: found it. Remove the end at the end of the file and add after the end for enemy:fire(). You ended the if statement but did not end the funct...
- Sun May 27, 2018 3:17 pm
- Forum: Support and Development
- Topic: [Solved]For loop runnning longer than it's supposed to
- Replies: 8
- Views: 4979
Re: [Solved]For loop runnning longer than it's supposed to
function inRange( x, y, radius ) local points = {} for i=x-radius,x+radius do for j=y-radius,y+radius do if ((i-x)^2 + (j-y)^2) < radius^2 then table.insert(points, i) table.insert(points, j) end end end return points end You will have to modify the function to work in your system but it will retur...
- Fri May 25, 2018 12:06 am
- Forum: Support and Development
- Topic: Issues porting light_world.lua to 11.1 from 0.10.1
- Replies: 2
- Views: 2752
Re: Issues porting light_world.lua to 11.1 from 0.10.1
This library works with 11.1. It currently has an issue with heightmaps but it is in active development. I tested it on my machine and it seems to work fine performance wise
- Thu May 24, 2018 8:37 am
- Forum: Games and Creations
- Topic: Car Demo
- Replies: 0
- Views: 2225
Car Demo
Using Box2d this tutorial and a random box2d debug draw I created a rudimentary car simulator. This will eventually become a prototype for a game I making, My goal is to make a game inspired from Initial D. I want to eventually add gears, clutch and rpm based speed. The current car can drive around ...
- Sun May 20, 2018 9:50 am
- Forum: Games and Creations
- Topic: Cube Renderer
- Replies: 12
- Views: 15892
- Mon May 14, 2018 5:19 pm
- Forum: Support and Development
- Topic: Use Quad as Mesh Texture
- Replies: 3
- Views: 2929
Re: Use Quad as Mesh Texture
With meshes you define the u,v for the vertices. Which is essentially the coordinates for a quad in the texture. You can then add multiple sets of coords to one mesh and cycle through them with setDrawRange. (I think anyways. I've never tried this.)
- Mon May 14, 2018 3:12 am
- Forum: Support and Development
- Topic: Regular Expression Help
- Replies: 2
- Views: 1928
Re: Regular Expression Help
This page documents how to split in lua.
http://lua-users.org/wiki/SplitJoin
http://lua-users.org/wiki/SplitJoin
- Sun May 13, 2018 7:20 am
- Forum: Support and Development
- Topic: Making a chain of physics bodies
- Replies: 4
- Views: 3518
Re: Making a chain of physics bodies
Nope that wasn't it. It turned out to be that you're supposed to use local coordinates for defining shapes. I was using world coordinates. It makes sense that you should use local coordinates even though most other love physics functions require wolrd coordinates because shapes don't actually exist...
- Sat May 12, 2018 2:40 am
- Forum: Libraries and Tools
- Topic: [Library] tiny-ecs - Fast Simple Entity Component System
- Replies: 50
- Views: 95046
Re: [Library] tiny-ecs - Fast Simple Entity Component System
Another that I have noticed is that, in the examples `world:update()` is called in `love.update` and `love.draw` doesn't that means all the logic for the entities is being executed twice which seem highly inefficient. Am I understanding this correct or am I missing something? He stated that you can...