Search found 18 matches

by Baggef
Fri Nov 08, 2019 9:38 pm
Forum: Games and Creations
Topic: Pix2Level - Create Levels From Pixel Art
Replies: 0
Views: 741

Pix2Level - Create Levels From Pixel Art

I made a simple little "level editor", if you can call it that, that uses a low resolution image to create a level based on the rgb values of the pixels in the image. Currently there are ground tiles, platforms, lava, and coins. Only the coins work but this is more a proof of concept for an image le...
by Baggef
Wed Nov 06, 2019 9:05 pm
Forum: Support and Development
Topic: Running Require() Multiple Times With Different Results
Replies: 8
Views: 1097

Re: Running Require() Multiple Times With Different Results

Sounds like you want ECS or mixin OOP. Hmm. I know of OOP libraries like middleclass , but I didn't realize lua could use ECS. I'm not too familiar with the concept but I've found a few libraries for ECS like tiny-ecs and Entitas ECS . I could just barely understand ECS while using C# but it may be...
by Baggef
Wed Nov 06, 2019 10:23 am
Forum: Support and Development
Topic: Running Require() Multiple Times With Different Results
Replies: 8
Views: 1097

Re: Running Require() Multiple Times With Different Results

Are you sure you're not trying to use "require()" in place of "class.new()"? Because beyond that, I can't think of any reason to do this, and even that's pretty backwards. I'm trying to organize things so that I can reuse files in multiple projects. Such as an animator that exists in an animator.lu...
by Baggef
Tue Nov 05, 2019 6:02 pm
Forum: Support and Development
Topic: Running Require() Multiple Times With Different Results
Replies: 8
Views: 1097

Re: Running Require() Multiple Times With Different Results

pgimeno wrote:
Tue Nov 05, 2019 5:34 pm
Or return a function that creates the table, rather than a table.
Wow, thank you. I didn't think it would be that simple. I was really about to write a version of require() without the "no double reading" rule. :crazy:
by Baggef
Tue Nov 05, 2019 5:22 pm
Forum: Support and Development
Topic: Running Require() Multiple Times With Different Results
Replies: 8
Views: 1097

Running Require() Multiple Times With Different Results

After doing some reading I found that require() only runs once, and stores that value in a table (some say package.loaded and others say _LOADED.) I am using a separate lua file as a sort of class file to be loaded and added to different tables. The point is that the tables all should get their own ...
by Baggef
Tue Nov 05, 2019 4:54 pm
Forum: Support and Development
Topic: Help With Body Contact Behavior
Replies: 7
Views: 1182

Re: Help With Body Contact Behavior

Thanks for the help. I ended up going with bump.lua mainly because the wiki kept telling me to, and I'm not exactly making a physics simulator. I found it to be a lot more intuitive and easy to understand. What I ended up going with was the collision normal, which in bump.lua looks like this: -- len...
by Baggef
Mon Nov 04, 2019 3:45 am
Forum: Support and Development
Topic: Help With Body Contact Behavior
Replies: 7
Views: 1182

Help With Body Contact Behavior

I don't really understand how this is working, but I noticed that I can jump before I hit the ground. How I'm detecting the ground is a sensor fixture that tests for the user data in the floor. If you press "p", you can see the hitboxes. The small box (the sensor) below the player (the purple square...
by Baggef
Mon Oct 21, 2019 6:43 am
Forum: Games and Creations
Topic: Metanet Hunter G4
Replies: 3
Views: 2146

Re: Metanet Hunter G4

Looks great! And the music, while very jazzy for an action platformer, is very nice. I remember playing the old kirby games on my friends gameboy, and this reminds me of those times. Would love a demo of a level or even a test area to feel how it plays.
by Baggef
Sun Oct 20, 2019 8:06 pm
Forum: Games and Creations
Topic: Löve Paint
Replies: 5
Views: 1419

Re: Löve Paint

Very cool! Only things that are of issue is the spacing on the brush is too large, it turns into dots when you move too fast. This is most likely because love is a game engine where it is updated every x seconds and not every time the mouse is moved, like other art programs. The only way I can think...
by Baggef
Sat Oct 05, 2019 11:01 pm
Forum: General
Topic: Loveframes setState black screen
Replies: 3
Views: 1473

Re: Loveframes setState black screen

Could you attach a .love file? Just zip your game, and change the ending from .zip to .love. It will make it easier for us to help you