Search found 53 matches

by Fuzzlix
Wed Nov 22, 2017 12:59 pm
Forum: General
Topic: ZeroBrane Studio Lua IDE v1.70 is released
Replies: 5
Views: 942

Re: ZeroBrane Studio Lua IDE v1.70 is released

The new luackeck feature is very usefull. I use it a lot :)
Thank you for the great job you did.
by Fuzzlix
Sun Nov 19, 2017 11:55 am
Forum: General
Topic: Mixins, Composition, and Inheritance Guidelines
Replies: 8
Views: 1190

Re: Mixins, Composition, and Inheritance Guidelines

I'm trying to nail down a concrete guideline for myself (and maybe others) in this post that is easy to follow. The question you ask, i ask myself to again and again each project. I asume there is no absolut true answer. I choose a aproach, i can most easily implement. I am a fan of the KISS-princi...
by Fuzzlix
Sat Nov 18, 2017 11:10 am
Forum: Libraries and Tools
Topic: STALKER-X (Camera library)
Replies: 17
Views: 2799

Re: STALKER-X (Camera library)

Nice work. Thank you for sharing.

looking into it and using luacheck in ZBS i found this:

Code: Select all

function Camera:attach(x, y, w, h)
    local x, y = 0, 0
    ...
I am not shure what you wanted to do. Probably remove parameters x and y ?
by Fuzzlix
Wed Nov 15, 2017 9:43 pm
Forum: Libraries and Tools
Topic: HooECS, the wise choice!
Replies: 13
Views: 2110

Re: HooECS, the wise choice!

Hi erasio. Meanwhile i modified HooEcs so heaviely, so i cant send you pull requests for HooECS. - I implemented some gamestate management: 3 events and some changes in the System class. - I circumvented the issue in the eventmanager we talked about by using the instance itself as table key. - Syste...
by Fuzzlix
Tue Nov 14, 2017 12:24 pm
Forum: General
Topic: There is shurly a better way to code these few lines.
Replies: 4
Views: 716

Re: There is shurly a better way to code these few lines.

Thank you, Nelvin. The logic, i want to implement is a little bit more complex, your tip is very inspiring for building up the neighbour mask though. I try to do a worldmap like in the old dos game master of magic. A water square tile depends on where are landmass neighbour and just for making the p...
by Fuzzlix
Mon Nov 13, 2017 4:40 pm
Forum: General
Topic: There is shurly a better way to code these few lines.
Replies: 4
Views: 716

There is shurly a better way to code these few lines.

Hi all. In my game i use a tilemap to create the worldmap. The tile choosen depends on the terrain type and the 8 neighbour terrains. The only interesting question was: The neighbour is the same terrain type as the center? I created a Mask of 8 bits for each neighbour. This was easy and later i figu...
by Fuzzlix
Tue Nov 07, 2017 7:58 pm
Forum: Libraries and Tools
Topic: FÖNTGen makes pretty fonts
Replies: 17
Views: 3325

Re: FÖNTGen makes pretty fonts

Nice work and a lot of great looking effects.
If you create a game for a fixed size, a bitmap font is shurly sufficiant.

Keep up the good work.
by Fuzzlix
Sun Nov 05, 2017 7:20 am
Forum: Libraries and Tools
Topic: HooECS, the wise choice!
Replies: 13
Views: 2110

Re: HooECS, the wise choice!

ECS is a great concept in theory. I suggest you read the blog post mentioned in lovetoys/HooECS's readme. After reading this really informative blog post i started a learning project using HooECS/lovetoys 3 weeks ago. (I still mention lovetoys when talking about HooECS, because i dont want to blame ...
by Fuzzlix
Sat Nov 04, 2017 10:43 pm
Forum: Libraries and Tools
Topic: HooECS, the wise choice!
Replies: 13
Views: 2110

Re: HooECS, the wise choice!

in EventManager.lua: function EventManager:removeListener(eventName, listener) if self.eventListeners[eventName] then for key, registeredListener in pairs(self.eventListeners[eventName]) do if registeredListener[1].class.name == listener then -- << BUG! table.remove(self.eventListeners[eventName], k...
by Fuzzlix
Sat Nov 04, 2017 8:43 pm
Forum: Libraries and Tools
Topic: HooECS, the wise choice!
Replies: 13
Views: 2110

Re: HooECS, the wise choice!

The entity list is not intended as array list. But as unique identifier. It's used with pairs across the core code. Users are not expected to use the ID or entity list directly. Thats all true. But HooECS uses this list internally to calculate the next free ID. But I don't think that's a serious is...