Search found 27 matches

by Djent
Mon Jun 02, 2014 6:05 pm
Forum: General
Topic: Concept of a button?
Replies: 12
Views: 15436

Re: Concept of a button?

To make it even easier, you can add a button function, like this: function love.load() buttons = {} --here's where you'll store all your buttons buttons["quit"] = button:new(440, 380, 100, 30, love.event.quit) --I organized this way: "x", "y", "width", "...
by Djent
Sun Sep 22, 2013 12:47 am
Forum: Libraries and Tools
Topic: Roguelike Floor creator
Replies: 0
Views: 1803

Roguelike Floor creator

Hi guys, this is my first non-trivial program (although I've made some very complex trivial programs), and I'd like to share it with the community. I've gotten back into my Roguelike game mood and I made this little program to design floors for my own roguelike, at least until I make the floors rand...
by Djent
Fri Sep 13, 2013 7:15 pm
Forum: Support and Development
Topic: expected number, got nil
Replies: 7
Views: 3268

Re: expected number, got nil

First off all, the other guys asked for the missing .lua files, because they are needed to reproduce your error. And here is your solution: You made a typo in line 44 in food.lua yposition = ypos, is incorrect. The correct line is this (with a capital P) yposition = yPos, Wow, thanks. The SciTE edi...
by Djent
Fri Sep 13, 2013 6:31 pm
Forum: Support and Development
Topic: expected number, got nil
Replies: 7
Views: 3268

Re: expected number, got nil

Chroteus wrote:You HAVE to have a lua file if you're going to require it. Even if you won't use it's functions.
Well I added the lua files for you guys, and it still doesn't work, so if we could get back to the original problem, that would be great.
by Djent
Fri Sep 13, 2013 5:45 pm
Forum: Support and Development
Topic: expected number, got nil
Replies: 7
Views: 3268

Re: expected number, got nil

Ranguna259 wrote:agents.lua not here
Neither is path.lua, but that doesn't really matter. No functions are called from agents or path. LOVE didn't throw me any errors about missing either of those files, but you could just create two empty files of the same name if you wanted to try that.
by Djent
Fri Sep 13, 2013 4:44 pm
Forum: Support and Development
Topic: expected number, got nil
Replies: 7
Views: 3268

expected number, got nil

I'm making a simple simulation, rewriting an old version because mainly my old code was junk even though it worked. Right now, I've just programmed food splotches to appear on the ground. My problem is that love.draw() seems to get called in the middle of making the x and y coordinates for the splot...
by Djent
Sat Aug 03, 2013 12:18 pm
Forum: Support and Development
Topic: Displaying multiple tile maps
Replies: 4
Views: 3224

Re: Displaying multiple tile maps

interesting what you are trying to do. the way u can do it is little bit like this, have a your maps(red and yellow) inside a overall map(green) and every small part of the map needs a header of its x and y position and its length and height so when you're outside the map then read from the overall...
by Djent
Fri Aug 02, 2013 1:48 pm
Forum: Support and Development
Topic: Displaying multiple tile maps
Replies: 4
Views: 3224

Displaying multiple tile maps

I'm making a game and using Tiled to create a .lua file. I get rid of the irrelevant data and leave myself with just the table containing the map tiles and another table containing information about the tiles (walkable/solid/etc). I also have information tiles that are towards the edge of the map th...
by Djent
Sat Mar 16, 2013 5:00 am
Forum: Games and Creations
Topic: Lovaders
Replies: 8
Views: 4807

Re: Lovaders

Great job!

Perhaps on the death screen, have the player's shooting accuracy? I found that I could just go back and forth spamming the space bar, killing the enemies as soon as they spawn. This would give some motivation to actually aim at the enemies.
by Djent
Thu Mar 14, 2013 12:15 am
Forum: Libraries and Tools
Topic: Text Editor
Replies: 12
Views: 6566

Re: Text Editor

retrotails wrote: - Slow, renders every character every frame. I'll later have a custom love.draw or canvas that only updates when needed.
I believe you can edit love.run and just comment out "love.graphics.clear()" that it does every frame, but you'll have to manually clear what you want.