Search found 153 matches

by The Burrito
Mon Apr 30, 2012 3:13 pm
Forum: Support and Development
Topic: Saving and Loading Tables (in text files?) [solved]
Replies: 19
Views: 3155

Re: Saving and Loading Tables (in text files?)

I'd like to note this doesn't work, because love.filesystem.write doesn't append You're right, should've waited until I could looks at my stuff. Here's some of my actual code: function mapSave(map) mapfile = love.filesystem.newFile(map) mapfile:open('w') for i,v in ipairs(background) do mapfile:wri...
by The Burrito
Thu Apr 26, 2012 6:05 pm
Forum: Support and Development
Topic: Saving and Loading Tables (in text files?) [solved]
Replies: 19
Views: 3155

Re: Saving and Loading Tables (in text files?)

It's not tile based but I do something that looks like this: when making objects in editor: makeThing(x,y,a,def) local t = {} t.x = x t.y = y t.a = a t.d = def (do the stuff that actually makes the object) table.insert(things,t) then it saves like this: for i,v in ipairs(things) do love.filesystem.w...
by The Burrito
Mon Apr 16, 2012 5:53 pm
Forum: Support and Development
Topic: Quick help with physics.RopeJoint
Replies: 7
Views: 2169

Re: Quick help with physics.RopeJoint

This is 0.8.0 right? I had a working rope joint demo in January but I just tried to load it up and the rope segments fall away as if they aren't connected. When I had it working it looks like I was using local points, which would make more sense IMO but I feel like they're supposed to be world coord...
by The Burrito
Tue Apr 03, 2012 10:09 pm
Forum: Support and Development
Topic: love.physics in 0.8.0 (and its API documentation)
Replies: 6
Views: 2447

Re: love.physics in 0.8.0 (and its API documentation)

I'll probably write up something more organized for the wiki once 0.8.0 is officially done, there's still a possibility of things changing before then.
by The Burrito
Mon Apr 02, 2012 8:43 pm
Forum: Support and Development
Topic: A "voxel" engine
Replies: 10
Views: 2922

Re: A "voxel" engine

Voxel literally means volume-pixel, so pixels are to vector art as voxels are to polygon art.

Some isometric games use a terrain system that is essentially voxels, but I don't think that's what you mean.
I like voxel stuff but I can't really see much happening with it within Löve.
by The Burrito
Mon Apr 02, 2012 8:06 pm
Forum: Support and Development
Topic: love.physics in 0.8.0 (and its API documentation)
Replies: 6
Views: 2447

Re: love.physics in 0.8.0 (and its API documentation)

Apart from the major API changes, there are several functions that have been renamed, here's my notes from updating some of my stuff to 0.8.0: -world is now defined as (gravityx,gravityy,allowsleep) -shapes no longer have a body param -creating a fixture references a shape and body -almost all funct...
by The Burrito
Thu Mar 22, 2012 3:55 am
Forum: Support and Development
Topic: Alright, I got a collision thingy..
Replies: 2
Views: 666

Re: Alright, I got a collision thingy..

It works pretty well but I did have weird things happen a couple of times, as molul suggested the upper bound and jumping should be fixed. I'm a little confused by the actual method of collision detection, is "solid" a table of all solid blocks? because I'm pretty sure there are much more efficient ...
by The Burrito
Thu Mar 22, 2012 3:12 am
Forum: Support and Development
Topic: Sticking with a Project
Replies: 8
Views: 1321

Re: Sticking with a Project

Regarding showing off / talking to friends about your project, on average this is actually a bad thing. Basically presenting your work / idea tricks you into feeling like you've actually done work on it. (There was a study looking specifically at this, sadly I can't find a link) I feel more motivate...
by The Burrito
Mon Feb 13, 2012 3:39 pm
Forum: Support and Development
Topic: Getting the currently pressed key
Replies: 4
Views: 692

Re: Getting the currently pressed key

I just have a config file that contains this: upKey = 'w' downKey = 's' rightKey = 'd' leftKey = 'a' jumpKey = ' ' and all references within the game use the key variables I defined instead of the actual key values. If the config file doesn't exist it generates one with default values. If you're mak...
by The Burrito
Thu Feb 09, 2012 11:56 pm
Forum: Support and Development
Topic: Camera movement.
Replies: 9
Views: 1656

Re: Camera movement.

I like to have a dead zone where the camera doesn't pan. For In The Dark it only pans the camera if the player is outside of the center third of the screen (vertically or horizontally) and pans at a rate based on the square root of the distance needed to get the player within the dead zone. The upsi...