Search found 23 matches

by lbhoward
Tue Feb 24, 2009 10:23 am
Forum: Support and Development
Topic: Lockup after love.filesystem.require
Replies: 2
Views: 876

Re: Lockup after love.filesystem.require

Just this second figured out that I forgot to add keypressed() >.< Did attempt to delete the post before anyone replied =P Thank you very much for the help though.
by lbhoward
Tue Feb 24, 2009 10:13 am
Forum: Support and Development
Topic: Lockup after love.filesystem.require
Replies: 2
Views: 876

Lockup after love.filesystem.require

Yet another problem in which I'm certain I'm overlooking something >.< I have 3 LUA files - the first 2 work absolutely perfectly - but (as mentioned I'm doing a college project) I need to add a sort of 'company' spash logo. Instead of messing with my perfectly functioning level_one.lua and menu.lua...
by lbhoward
Sun Feb 22, 2009 6:52 pm
Forum: Support and Development
Topic: [Problem]Game wont start up!
Replies: 26
Views: 7352

Re: [Problem]Game wont start up!

Comfirmed - works perfectly O.o Hmmm - did you mention what OS you are using? If you are using Vista it might be worth disabling that silly UAC feature or whatever it is called - fortunately I decimated mine a while back so I don't recall its name, have you tried rightclicking the .love file and 'Ru...
by lbhoward
Sun Feb 22, 2009 6:41 pm
Forum: Support and Development
Topic: [Problem]Game wont start up!
Replies: 26
Views: 7352

Re: [Problem]Game wont start up!

Hmmm, define 'won't start' it sounds to me as if

A) You aren't dragging the root folder with your main.lua and game.conf
or
B) You are, however your script causes an immediate crash with no error

As Skofo says - upload the love file or your main.lua and we can take at look-see.
by lbhoward
Sun Feb 22, 2009 8:44 am
Forum: Support and Development
Topic: newMusic problem
Replies: 8
Views: 1412

Re: newMusic problem

On a side note - I just tried .MP3 files with Vista - no luck!

It seems .MP3 files do not with most platforms, but .OGG always does the trick for me.
by lbhoward
Sun Feb 22, 2009 8:43 am
Forum: Support and Development
Topic: newBody() *EDIT* And Collisions! *EDIT* And destroy()!
Replies: 17
Views: 4249

Re: newBody() *EDIT* And Collisions!

Amazing! Thank you very much for the support you have given with this issue. I am always very cautious what I put in Update - as I once put a love.audio.play in there and it tried playing 1 instance of the sound every update >.< All I need to do now is get collisions to destroy 'b' and I can start b...
by lbhoward
Sat Feb 21, 2009 7:27 pm
Forum: Support and Development
Topic: newBody() *EDIT* And Collisions! *EDIT* And destroy()!
Replies: 17
Views: 4249

Re: newBody() *EDIT* And Collisions!

*EDIT* Linky to the file loaded up onto my Filefront http://files.filefront.com/starfoxlove/;13339797;/fileinfo.html Sorry it took so long to post this... I sort of... erm *hides* Made it all case insensitive. Yup had to go through and replace every filename, all fixed and here is the file! Hope it ...
by lbhoward
Sat Feb 21, 2009 4:29 pm
Forum: Support and Development
Topic: newBody() *EDIT* And Collisions! *EDIT* And destroy()!
Replies: 17
Views: 4249

Re: newBody() *EDIT* And Collisions!

This is all that is going on to effect the Velocity/Impulse - nowhere else in the code makes reference to the movement. No matter what it drifts off into space at the same speed. function keypressed(key) if key == love.key_left and level_one == 1 then player:applyImpulse(-5000, 0) player:setVelocity...
by lbhoward
Sat Feb 21, 2009 3:59 pm
Forum: Support and Development
Topic: newBody() *EDIT* And Collisions! *EDIT* And destroy()!
Replies: 17
Views: 4249

Re: newBody() *EDIT* And Collisions!

I use setVelocity to propel the craft, and when I call for setVelocity(0, 0) when the left/right key is released - the ship just carries on at the same speed.
by lbhoward
Sat Feb 21, 2009 3:20 pm
Forum: Support and Development
Topic: newBody() *EDIT* And Collisions! *EDIT* And destroy()!
Replies: 17
Views: 4249

Re: newBody() *EDIT* And Collisions!

It appears Damping needs a value between 0.0 and 1.0 and it seems to sort of apply a 'slow brake' effect, where it's speed decreases slightly. By declaring that 'player:setDamping(0.5)' on load - we get a nice 'decrease in speed' but by the time my ship comes to a hault it's already at the otherside...