Search found 66 matches
- Sat Feb 02, 2013 2:23 am
- Forum: Libraries and Tools
- Topic: Input Manager
- Replies: 16
- Views: 10057
Re: Input Manager
A lot of PC games/engines, particularly FPS games, have control settings that look something like this: DoomControlBind.png You move to the control you want to change, press Enter, and then press any key, mouse button, or joystick button and it will get mapped to the input. Then during gameplay, the...
- Sat Feb 02, 2013 2:00 am
- Forum: Libraries and Tools
- Topic: Input Manager
- Replies: 16
- Views: 10057
Re: Input Manager
Why not unify the keyboard/joystick together and allow them to be used interchangeably? A lot of PC games use this technique for their input bindings.
Edit: Probably mouse too, but you'd want to then distinguish between switch (on/off) and axis (ranged value) inputs...
Edit: Probably mouse too, but you'd want to then distinguish between switch (on/off) and axis (ranged value) inputs...
- Sat Feb 02, 2013 1:54 am
- Forum: Games and Creations
- Topic: Untilted Game (Jan 1GAM entry)
- Replies: 1
- Views: 1603
Untilted Game (Jan 1GAM entry)
So I basically spent the second half of January working on a game for OneGameAMonth (the first half I spent working on and off on my vastly unfinished LOVE-based engine/framework) and managed to churn out this ridiculously short puzzle game: http://dl.dropbox.com/u/44166053/AkuYoshi/untilted-game.pn...
- Mon Dec 24, 2012 6:14 am
- Forum: Support and Development
- Topic: Full-standalone Linux binaries. Virtually possible?
- Replies: 8
- Views: 6035
Re: Full-standalone Linux binaries. Virtually possible?
What we could really use is a system that checks for dependencies and then installs them from the distro's repositories using the package manager. I say this because most Humble Bundle games that broke for me on Linux could be fixed by removing the bundled libraries and just using the ones installed...
- Sun Dec 02, 2012 10:50 pm
- Forum: Support and Development
- Topic: Anim8: Vote your preferred flip method syntax
- Replies: 11
- Views: 3976
Re: Anim8: Vote your preferred flip method syntax
I'm not a fan of having the flip() function do a toggle. Personally I think you should be able to pass a truth value that says whether or not you want the sprite flipped in that direction (this is how I'm doing it in my framework currently). It's easier to keep track of things this way - you don't n...
- Sat Dec 01, 2012 11:57 pm
- Forum: Support and Development
- Topic: Slow Game (Windows only?)
- Replies: 3
- Views: 1742
Re: Slow Game (Windows only?)
That is a lot of nested for loops. You're basically comparing every single object against every single other object. For n objects this will take n^2 time, so for large numbers of n you're going to see some pretty bad performance. If you want decent performance with lots of objects on the screen, yo...
- Fri Nov 30, 2012 3:22 pm
- Forum: General
- Topic: 100 terrific Tools for Coders & Devs (not Lua/Love related)
- Replies: 6
- Views: 3559
Re: 100 terrific Tools for Coders & Devs (not Lua/Love relat
As someone who is part of a community elsewhere that receives lots of spambot posts, I can tell you that "thank you for this post" is a very frequently used phrase among spambots.
- Mon Nov 26, 2012 10:42 pm
- Forum: Support and Development
- Topic: [RESOLVED]Animation Breaking Game
- Replies: 2
- Views: 1656
Re: Animation Breaking Game.
In this case the error means you tried to draw a non-existent Image object to the screen. Since you forgot to reset the animation frame counter it's looking inside the table at frame 5 for an Image that isn't there, hence the error. Lines 72 - 74 - you put this at the end of code executed when press...
- Mon Nov 26, 2012 12:01 am
- Forum: Games and Creations
- Topic: Plazma Being
- Replies: 121
- Views: 85880
Re: Plazma Being (Beta)
And your excuse for not offering a Linux version is...? Go download VirtualBox and an Ubuntu ISO , and start experimenting. There is pretty much no monetary excuse for not providing a Linux version since you can do this for free. Plus, you could always just give us the .love file, which is, by natur...
- Sun Nov 25, 2012 11:53 pm
- Forum: Support and Development
- Topic: Support for LARGE images?
- Replies: 8
- Views: 4575
Re: Support for LARGE images?
No, it's universal. Chances are the devs behind DelphiX made the decision to hide a lot of complexity by automatically splitting large images up into smaller textures. You'll need to do the same. First, you should establish a maximum texture size that you wish to support. This will determine your le...