Search found 11 matches

by titangate
Mon Feb 03, 2014 4:20 am
Forum: Games and Creations
Topic: I Am Sam (GGJ San Francisco 2014) a two player co-op puzzler
Replies: 0
Views: 1511

I Am Sam (GGJ San Francisco 2014) a two player co-op puzzler

It's a while back but i just remembered to share this piece with you all http://globalgamejam.org/2014/games/i-am-sam Idea is simple. the light character can only move within lighted area, vice-versa. supposedly to win the game, you light up the angel statues and put demon statues in the dark. but w...
by titangate
Sun Jan 19, 2014 6:44 am
Forum: Libraries and Tools
Topic: Ink/Cloud effect with shader
Replies: 1
Views: 1829

Ink/Cloud effect with shader

did this for fun. could be useful trying to render cloud, smoke, etc.

https://www.youtube.com/watch?v=VoJmvov ... e=youtu.be
by titangate
Fri Aug 24, 2012 3:17 am
Forum: Support and Development
Topic: How do i profile memory usage in love2d?
Replies: 3
Views: 4937

How do i profile memory usage in love2d?

I have been using ProFi to profile the running time of functions, which has been helpful; but is there anyway to investigate the memory allocations/dellocations/usages?

thanks in advance :awesome:
by titangate
Thu Apr 12, 2012 5:12 am
Forum: Support and Development
Topic: Share a Shader!
Replies: 328
Views: 541776

Re: Share a Shader!

Here's a shockwave shader i ported from some random website. Purely experimental, and please forgive me for losing track the source :(

click to spawn a shockwave
by titangate
Wed Jul 20, 2011 12:35 pm
Forum: Support and Development
Topic: sound looping problem
Replies: 4
Views: 2073

Re: sound looping problem

thank you :)
could you tell me what method/software did you use to get rid off it? i can look at it myself next time if this happen again.
by titangate
Wed Jul 20, 2011 12:20 pm
Forum: Support and Development
Topic: sound looping problem
Replies: 4
Views: 2073

sound looping problem

here i grabbed a looping sound effect, recoded into ogg. however, i used source:setLooping and played it, and there's this very noticeable interval of silence before the sound get replayed. i tried using another platform(mac/windows), tried other formats, but the problem remained still. does this ha...
by titangate
Sun Jul 03, 2011 5:10 pm
Forum: Support and Development
Topic: need help:randomly crashes caused by physics
Replies: 9
Views: 4780

Re: need help:randomly crashes caused by physics

Right, you probably want to mark it for deletion and set it to not collide with anything, then you can remove it the next frame. See Shape:setMask . THANKS GUYS! i missed this. this should do the same as toss it away, and i tried, everything is functioning now. :) I can keep on working now! i've al...
by titangate
Sun Jul 03, 2011 5:01 pm
Forum: Support and Development
Topic: need help:randomly crashes caused by physics
Replies: 9
Views: 4780

Re: need help:randomly crashes caused by physics

ok.. i found this way that potentially solved my problem


k.body:setPosition(-200000,-200000)

just toss the body far away. so far i've encountered no crashes, although i know this method is super awkward.
by titangate
Sun Jul 03, 2011 4:46 pm
Forum: Support and Development
Topic: need help:randomly crashes caused by physics
Replies: 9
Views: 4780

Re: need help:randomly crashes caused by physics

emm. sorry to bother, but i implemented as i described but the crash continued on. i'm pasting the related code: function Map:destroyBody(obj) self.destroys[obj] = true end function Map:update(dt) for k,v in pairs(self.destroys) do self.destroys[k] = true end collides = {} self.world:update(dt) hand...
by titangate
Sun Jul 03, 2011 2:38 pm
Forum: Support and Development
Topic: need help:randomly crashes caused by physics
Replies: 9
Views: 4780

Re: need help:randomly crashes caused by physics

thanks for your help, but i'd like to ask for more help :P so i'm currently thinking, when trying to delete, mark the body/shape as 'needed to delete', when receive remove collision callback on those shapes and there're no more shapes colliding with them, push them into a table and delete them after...