Search found 68 matches

by scissors61
Wed Mar 08, 2017 12:45 am
Forum: Support and Development
Topic: Is it worth it to make a built in tile editor?
Replies: 16
Views: 1526

Re: Is it worth it to make a built in tile editor?

@Zorg @Jasoco. I can imagine how it works. It looks very easy, definetly going to use it. Thanks. I remember using inkscape to grab the position of some patterns I created with inkscape's grid and align tools. Then I exported them to tiled to then make an object in each figure of the pattern. If I k...
by scissors61
Tue Mar 07, 2017 5:15 pm
Forum: Support and Development
Topic: Is it worth it to make a built in tile editor?
Replies: 16
Views: 1526

Re: Is it worth it to make a built in tile editor?

An alternative that I have seen some people use, which I have not tried myself, is using image files as levels. If your level is 100x100, you use a 100x100 png image, where each pixel represents a tile, and its color codifies the type of tile it represents: green pixels are platforms. Red pixels, s...
by scissors61
Sun Feb 26, 2017 1:42 am
Forum: Support and Development
Topic: Experimental code structure critism and help!
Replies: 5
Views: 726

Re: Experimental code structure critism and help!

I somehow managed to do what I intended. It might not work in the long run, but at least it works now, it's just an experiment. I reduced some of the repetitive code as Ivan pointed. airstuck: I couldn't implement your suggested gamestate class due to not having enough knowledge on how love handlers...
by scissors61
Sat Feb 25, 2017 8:42 pm
Forum: Libraries and Tools
Topic: Knife: a collection of micro-modules
Replies: 24
Views: 4860

Re: Knife: a collection of micro-modules

Does not what? Sorry for my poor writing skills. It would be something like "it does not work, and therefore it cannot be omitted from the arguments list." Sorry, I missed that. I'll take a look at it. You can report stuff like this in the issue tracker on github, I'll get it faster that way. Great...
by scissors61
Sat Feb 11, 2017 1:43 am
Forum: Support and Development
Topic: Experimental code structure critism and help!
Replies: 5
Views: 726

Re: Experimental code structure critism and help!

Hey airstruck! Thanks for your input suggestions. And I'm glad to see you participating in this topic, after all, the ECS in this code is thanks to your library. About my use of systems being too general. The intention of this is to avoid having to tell instances where they are going to work. If I c...
by scissors61
Wed Feb 08, 2017 3:17 am
Forum: Support and Development
Topic: Experimental code structure critism and help!
Replies: 5
Views: 726

Re: Experimental code structure critism and help!

Hey Ivan, Thanks for your criticism. You have a point. I started programming from the bottom-up at first (of course, didn't have any option than to do so), created two prototypes that I couldn't move from prototypes to games due to how horrible the code had become. After not coding for a long time I...
by scissors61
Tue Feb 07, 2017 7:56 am
Forum: Support and Development
Topic: Experimental code structure critism and help!
Replies: 5
Views: 726

Experimental code structure critism and help!

It has been more than a year since I started studying löve and Lua. After learning some basics, I created two prototypes of game ideas I had. Only the basic mechanics, nothing releasable. But soon after that I got frustrated and stopped working on my projects. I think that the reason for that frustr...
by scissors61
Tue Jan 31, 2017 3:38 am
Forum: General
Topic: Looking for fast and simple OOP library
Replies: 4
Views: 631

Re: Looking for fast and simple OOP library

I think the forum was trying to answer this question, and I agree.
by scissors61
Tue Jan 10, 2017 5:51 pm
Forum: Support and Development
Topic: How to get the contact collision side/normal in love.physics?
Replies: 4
Views: 429

Re: How to get the contact collision side/normal in love.physics?

I think you have to create two shapes and fixtures for the same body and then add to each fixture a different userdata info. You could also create two raycasters for each side too.
by scissors61
Sun Jan 08, 2017 10:45 pm
Forum: Games and Creations
Topic: Otaku-Ball: The Ultimate Arkanoid Game
Replies: 13
Views: 1795

Re: Otaku-Ball: The Ultimate Arkanoid Game

I enjoyed a lot playing my first round. The different power ups makes it addictive and entertaining, so I plan to keep on playing it. Great work!