Search found 12 matches

by Sky_Render
Sat Aug 31, 2019 3:30 pm
Forum: Support and Development
Topic: Highly-nested table is causing weird errors...
Replies: 11
Views: 2713

Re: Highly-nested table is causing weird errors...

I really do appreciate the attempts to help. It's heartening that this community is so supportive. Alas, my mind is made up. This old dog tried to learn a new trick, and discovered he liked his old tricks better. Keep on supporting the younger developers who need help, and thanks again for your effo...
by Sky_Render
Sat Aug 31, 2019 2:54 pm
Forum: Support and Development
Topic: Highly-nested table is causing weird errors...
Replies: 11
Views: 2713

Re: Highly-nested table is causing weird errors...

I'm not really here to argue about this. I gave LOVE a fair shake, and it can't do what I need it to do easily, so I'm moving on to a different language. I really enjoyed my time with it, though. It's worlds ahead of GameMaker Studio, but it's still too limited for me. I guess I'm still an old-schoo...
by Sky_Render
Sat Aug 31, 2019 2:10 pm
Forum: Support and Development
Topic: Highly-nested table is causing weird errors...
Replies: 11
Views: 2713

Re: Highly-nested table is causing weird errors...

It turns out it's due to a fundamental flaw in Lua's logic. Lua does not allow tables to be referenced more than 2 layers deep for whatever reason unless you use metatables. I think I'm going to have to move over to C#. Lua is just too limited for my needs. It's a shame because LOVE Is a fantastic e...
by Sky_Render
Sat Aug 31, 2019 1:32 am
Forum: Support and Development
Topic: Highly-nested table is causing weird errors...
Replies: 11
Views: 2713

Highly-nested table is causing weird errors...

So I have no idea if this is even something that can be dealt with... I have a table which is 4 levels deep. Any time I try to make a reference to a specific table index past 2 levels (ie. [3][1][1][1]), LOVE is throwing up a nil index error on the line of code before the code that is trying to acce...
by Sky_Render
Thu Aug 29, 2019 5:01 am
Forum: Support and Development
Topic: Any way to get LOVE to behave with Windows' XBOX Game Bar?
Replies: 6
Views: 1790

Re: Any way to get LOVE to behave with Windows' XBOX Game Bar?

That is a feature I didn't know exists, but it only solves the problem for the initial load. What if the player wants to change the screen resolution after initial load to better suit their system's capabilities? The same problem comes up again.
by Sky_Render
Sat Aug 24, 2019 1:51 am
Forum: Support and Development
Topic: Any way to get LOVE to behave with Windows' XBOX Game Bar?
Replies: 6
Views: 1790

Re: Any way to get LOVE to behave with Windows' XBOX Game Bar?

I need to set it at least once when I start the game; that's unavoidable. And changing the window size even once from the default setting triggers this issue. So your solution, sadly, doesn't work for me.
by Sky_Render
Fri Aug 23, 2019 2:00 am
Forum: Support and Development
Topic: Any way to get LOVE to behave with Windows' XBOX Game Bar?
Replies: 6
Views: 1790

Any way to get LOVE to behave with Windows' XBOX Game Bar?

So I've run into a rather vexing problem: every time LOVE changes window sizes, the XBOX Game Bar pops up behind the window. In doing so, it creates a dead space of mouse recognition exactly the size and shape of the XBOX Game Bar. Said dead space does not go away until you Alt-Tab away from the win...
by Sky_Render
Sun Jul 07, 2019 1:40 pm
Forum: Support and Development
Topic: Need help with selective collision detection
Replies: 14
Views: 2757

Re: Need help with selective collision detection

The big problem I have with the existing table architecture is that (as far as I can tell) you cannot use the nested tables the same way you can in other languages. In C++ derivatives, as an example, you could write something like: class foo int x int y string data end class foo object(16) And that ...
by Sky_Render
Sat Jul 06, 2019 12:53 pm
Forum: Support and Development
Topic: Need help with selective collision detection
Replies: 14
Views: 2757

Re: Need help with selective collision detection

I want to set menus as objects, but unfortunately Lua's metatable structure is about as smooth and intuitive as a spike-covered Rubik's cube. Apparently the standard object[key].data = value (ex. menu[1].x = 64 menu[3].sprite = love.graphics.newImage("button.png"), etc.) format that literally every ...
by Sky_Render
Sat Jul 06, 2019 1:20 am
Forum: Support and Development
Topic: Need help with selective collision detection
Replies: 14
Views: 2757

Re: Need help with selective collision detection

I looked up a Box2D tutorial on the subject, and it actually solved my problem! For those who don't know, categories define what type of collision object you're looking at, and masks define what categories your fixtures won't collide with. As the tutorial put it, category means "I am a..." and masks...