Search found 16 matches

by _DaCoolOne_
Wed Aug 21, 2019 11:18 pm
Forum: Games and Creations
Topic: Condemned to Explode, a singleplayer survival story sandbox
Replies: 4
Views: 5100

Re: Condemned to Explode, a singleplayer survival story sandbox

Ooof, yeah that's happened to a few people. Generally, the solution would be to bring ladders (as that's the solution to most of these issues), but that's evidently not going to work in this case. Possibly you could place planks under the character, as that worked during a playtest where a similar e...
by _DaCoolOne_
Sat Aug 17, 2019 1:08 pm
Forum: Games and Creations
Topic: Condemned to Explode, a singleplayer survival story sandbox
Replies: 4
Views: 5100

Re: Condemned to Explode, a singleplayer survival story sandbox

I actually had a really good idea for how to make the world destructible, so coding that part wasn't overly difficult (although that's not to say it was easy either ;) ). I got a little inspiration from Papers Please, but I think the game play is completely new.

Thanks for checking it out, btw! :D
by _DaCoolOne_
Fri Aug 16, 2019 8:27 pm
Forum: Games and Creations
Topic: Condemned to Explode, a singleplayer survival story sandbox
Replies: 4
Views: 5100

Condemned to Explode, a singleplayer survival story sandbox

Hey all! Finally finished this project and I'm happy to say that it's 100% built on the Love2D engine! :D 8doLOgSyDj4 Link for all of you who want to get it (It's free!): https://scusx-programming.itch.io/condemned-to-explode Thanks also for some support on the forums with a few snags that I've come...
by _DaCoolOne_
Wed Aug 14, 2019 5:35 pm
Forum: Support and Development
Topic: Source:play() fails
Replies: 10
Views: 7571

Re: Source:play() fails

Done. Hope to see this fixed soon! :)

https://bitbucket.org/rude/love/issues/1508
by _DaCoolOne_
Wed Aug 14, 2019 2:52 pm
Forum: Support and Development
Topic: Source:play() fails
Replies: 10
Views: 7571

Re: Source:play() fails

So I fixed my problem by just not cloning streamed sources. Most of the streamed stuff was voiced lines anyways, so I didn't need to have multiple of the same source playing, but I still find this bug weird. Any further thoughts appreciated. My issue is solved for now.
by _DaCoolOne_
Wed Aug 14, 2019 11:52 am
Forum: Support and Development
Topic: Source:play() fails
Replies: 10
Views: 7571

Re: Source:play() fails

Sorry about posting so much, but upon further testing I have noted something interesting with playing the source. The first time I start my computer, the audio source will play just fine. However, it then won't play no matter how many times I restart the game. In other words, it looks like love2d ha...
by _DaCoolOne_
Wed Aug 14, 2019 11:12 am
Forum: Support and Development
Topic: Source:play() fails
Replies: 10
Views: 7571

Re: Source:play() fails

Also, for reference, I have attached the main script for the game with the audio manager.
by _DaCoolOne_
Wed Aug 14, 2019 11:10 am
Forum: Support and Development
Topic: Source:play() fails
Replies: 10
Views: 7571

Re: Source:play() fails

Hey, thanks for the reply! Decided to go back and test, and I found that at the time of playing the source, using love.audio.getActiveSourceCount allowed a sound to be played with a source count as high as 61 active sources (for a "ui mouse over" sound). However, at the time of playing the...
by _DaCoolOne_
Wed Aug 14, 2019 2:47 am
Forum: Support and Development
Topic: Source:play() fails
Replies: 10
Views: 7571

Source:play() fails

Hello all! Made a post a week or so ago, and have another question. A new bug has appeared in my game where some sources are not playing. After some debugging, I've traced the error back to the Source:play() itself. When called, source:play() returns false and does not start the audio. The weird thi...
by _DaCoolOne_
Tue Aug 06, 2019 6:57 pm
Forum: Support and Development
Topic: A fixture has escaped Memoizer!
Replies: 8
Views: 9681

Re: A fixture has escaped Memoizer!

If that's the case, that would be significantly easier on my end, since I already almost do that. :P I would basically empty everything to nil (which I do already) then run a large garbage collection cycle and call world:destroy() at the end of that garbage collection cycle. It is interesting to not...