Search found 67 matches

by CR4SH3D
Fri Oct 23, 2009 11:09 pm
Forum: Libraries and Tools
Topic: Avalon.
Replies: 19
Views: 8372

Re: Avalon.

nice work! i was going to work on a similar project but i have a question. recently trying to use just 1 timer i think doesnt work very well since it seems to slow down depending on the processor use the way id have a FF style battle time system would be for each entity in the battle to have its own...
by CR4SH3D
Mon Oct 12, 2009 6:32 pm
Forum: Games and Creations
Topic: First Ride
Replies: 6
Views: 2424

Re: First Ride

very nice :) as for adding files to a .love the easiest way ive found is creating 2 batch files containing rename *.love *.zip rename *.zip *.love assuming you have winrar or something similar installed that lets you drag files onto an archive icon to add them you can double click the first batch fi...
by CR4SH3D
Fri Oct 02, 2009 5:40 am
Forum: Support and Development
Topic: maintaining desired framerate?
Replies: 5
Views: 994

maintaining desired framerate?

How do you maintain a constant framerate? im using the timers lib for a couple of simple timers but the framerate keep fluctuating visibly atleast, i tried adding timer.sleep(10) and it didnt really do much :(
by CR4SH3D
Tue Sep 29, 2009 7:09 am
Forum: Support and Development
Topic: Sega Columns Clone - (help checking colors)
Replies: 15
Views: 3326

Re: Sega Columns Clone - (help checking colors)

http://img195.imageshack.us/img195/9916/headervy.gif i meant to have a go at lumines, it did look really nice im a little stuck at the moment, i need to get the movedown() function working, it moves the cubes up instead of down it should check for a 0, then replace it with the value of the square a...
by CR4SH3D
Sat Sep 26, 2009 2:01 am
Forum: Support and Development
Topic: Sega Columns Clone - (help checking colors)
Replies: 15
Views: 3326

Re: Sega Columns Clone - (help checking colors)

sorted it now :) http://qbz.codepad.org/luUcKorj works really well thanks
onto doing some graphics for it now i guess
by CR4SH3D
Fri Sep 25, 2009 8:37 am
Forum: Support and Development
Topic: Sega Columns Clone - (help checking colors)
Replies: 15
Views: 3326

Re: Sega Columns Clone - (help checking colors)

ok its working pretty well, but a little off, if you notice the x coordinates of 'matched' colors can exceed the gamewidth http://codepad.org/j19owk6J copy and past into a new codepad to generate a new grid, it displays the gird then the checking results if you could give me a hand working out whats...
by CR4SH3D
Thu Sep 24, 2009 9:38 pm
Forum: Support and Development
Topic: Sega Columns Clone - (help checking colors)
Replies: 15
Views: 3326

Re: Sega Columns Clone - (help checking colors)

yeah that looks good, im going to see how it works, only problem is its got to make a note of the coords for the matching colors to change the values to 0 (empty)
by CR4SH3D
Thu Sep 24, 2009 7:45 pm
Forum: Support and Development
Topic: Sega Columns Clone - (help checking colors)
Replies: 15
Views: 3326

Re: Sega Columns Clone - (help checking colors)

columns all the way, it got insanely quick and you can easily zone out upto level 50 odd
once the prototype is done it should be easy enough to add a few new game types and maybe themes or something
by CR4SH3D
Thu Sep 24, 2009 7:20 pm
Forum: Support and Development
Topic: Sega Columns Clone - (help checking colors)
Replies: 15
Views: 3326

Re: Sega Columns Clone - (help checking colors)

yeah you can, they can also join with verticals and horizontal matches too ive been trying to get it working just for horizontal and vertical but its going a little weird if it works and i sort out some nice graphics ill be getting my friend to write a pretty mental tune, definitely keep that 'melod...
by CR4SH3D
Thu Sep 24, 2009 5:10 pm
Forum: Support and Development
Topic: Sega Columns Clone - (help checking colors)
Replies: 15
Views: 3326

Re: Sega Columns Clone - (help checking colors)

so far im thinking maybe; function checkmatches() checkx = heightcubes for i = 1, heightcubes do for i2 = 1, widthcubes do if (cubes[checkx][i2] ~= 0) then checkingcol = cubes[checkx][i2] --Check right if (checkx <= (heightcubes - 1)) then --Check down directions end --Check upwards end checkx = che...