Search found 49 matches

by DanielPower
Thu Apr 12, 2018 11:42 pm
Forum: Games and Creations
Topic: Lord of the Rings Battlecards
Replies: 12
Views: 844

Re: Lord of the Rings Battlecards

Hi, I just played my first few matches. The mechanics are very well done, and I'm pretty impressed with the AI. I have run into a few issues though. 1. Consider handling AI on a separate thread so that the game doesn't completely freeze while waiting for the opponent to think. 2. Allow the player to...
by DanielPower
Thu Apr 05, 2018 10:48 pm
Forum: Games and Creations
Topic: Lord of the Rings Battlecards
Replies: 12
Views: 844

Re: Lord of the Rings Battlecards

Your .love file doesn't work. When I extracted it, I found that there are no .lua files at all. Only images, fonts and audio files.
by DanielPower
Fri Mar 23, 2018 2:34 pm
Forum: General
Topic: LOVE users map
Replies: 182
Views: 30775

Re: LOVE users map

St. John's, Newfoundland, Canada.
Not to be confused with Saint. John, New Brunswick.
by DanielPower
Sat Feb 17, 2018 8:51 pm
Forum: Games and Creations
Topic: Shipped my first project: tanz.love - A euclidean rhythm generation toy/tool.
Replies: 6
Views: 969

Re: Shipped my first project: tanz.love - A euclidean rhythm generation toy/tool.

I'm not getting any audio at all. Everything appears to function normally, but there is no audio on my LG G6.
by DanielPower
Thu Oct 26, 2017 5:20 pm
Forum: Games and Creations
Topic: Typing Champ
Replies: 6
Views: 928

Re: Typing Champ

I'd love to try it, but since there's no .love or linux binary, I can't run it. Edit: I extracted the game files from the .exe, and created a .love. The game is pretty cool, though a bit easy. I did have a couple of issues, and I've fixed them. The first is that inputting a word had to be done with ...
by DanielPower
Sun Oct 22, 2017 2:25 am
Forum: General
Topic: love.load vs stuff at top of main.lua
Replies: 10
Views: 1355

Re: love.load vs stuff at top of main.lua

I asked this on the IRC in the past, and was given the same answer as davisdude. But I've never really used love.event.quit('restart'), so I haven't tested the outcome. If restarting the game using that command does completely reset and run the main.lua again from scratch, what is the purpose of lov...
by DanielPower
Tue Sep 26, 2017 6:45 pm
Forum: Games and Creations
Topic: [Open Source Lib] My latest library, fastlighting
Replies: 11
Views: 2007

Re: [Open Source Lib] My latest library, fastlighting

main.lua should not be called "Main.lua". This works on Windows because Windows does not have case sensitive file names, but causes it to fail on Linux and Mac. Also, posting this as "Open Source" really just means "Here's the source code, you can look at it". You'll want to release the code under a...
by DanielPower
Sun Aug 06, 2017 5:40 pm
Forum: Libraries and Tools
Topic: ImGui LÖVE module
Replies: 153
Views: 28251

Re: ImGui LÖVE module

kbmonkey wrote:
Sat Aug 05, 2017 1:33 pm
Are there any build instructions?
After running `cmake`, you need to run `make`.
This will generate `imgui.so` on Linux/Mac, and `imgui.dll` on Windows.
On Linux, place imgui.so in

Code: Select all

~/.local/share/love
On Windows, place imgui.dll in Program Files/LOVE
Not sure about Mac.
by DanielPower
Wed Jul 26, 2017 3:37 pm
Forum: Libraries and Tools
Topic: Motion - An animation library with graphical editor
Replies: 1
Views: 1505

Motion - An animation library with graphical editor

https://imgur.com/IPRldwGl.png I've been wanting to tackle Love2D's lack of graphical development tools for a while, and since I've started experimenting with the imgui interface library, the goal seems much more realistic. This is my first ever GUI application, and I must say that I'm pleased with...
by DanielPower
Sun Jul 16, 2017 5:29 am
Forum: Libraries and Tools
Topic: ImGui LÖVE module
Replies: 153
Views: 28251

Re: ImGui LÖVE module

I've written a file picker dialog using lfs and imgui. This was my first attempt at using imgui. The lack of documentation made it more difficult than it needed to be starting out, but once I got the hang of relating the C++ documentation to the Lua bindings, it went quite smoothly. I'm really happy...