Search found 69 matches

by Nelvin
Sun Mar 04, 2018 5:49 pm
Forum: Ports
Topic: Love.js - A Direct Emscripten Port
Replies: 103
Views: 44981

Re: Love.js - A Direct Emscripten Port

Thanks a lot for the update and information and, of course, even more for the great work you're doing.

Even though I'm still in a very early stage with my first project using Löve I'm looking forward to use Love.js in the future.
by Nelvin
Tue Jan 30, 2018 11:56 am
Forum: General
Topic: Hot reload plugin that actually works?
Replies: 49
Views: 6371

Re: Hot reload plugin that actually works?

I'm developing using Corona as well as Löve and Corona has two productivity features but non is a hot reloading of code as in patch the code of your running app. Corona does a simple automatic restart of the app as soon as you modify any file realted to the project, as someone else wrote in this thr...
by Nelvin
Tue Nov 14, 2017 3:10 pm
Forum: General
Topic: There is shurly a better way to code these few lines.
Replies: 4
Views: 920

Re: There is shurly a better way to code these few lines.

That's exactly what the code does, well, was meant tod :)I noticed I had an off by 1 error with regards to the "R" bits - I shifted them by the amount of their final position. This fixed version should match the output of your function. local lshift = require("bit").lshift local byte1 = string.byte(...
by Nelvin
Mon Nov 13, 2017 11:04 pm
Forum: General
Topic: There is shurly a better way to code these few lines.
Replies: 4
Views: 920

Re: There is shurly a better way to code these few lines.

Whatever you do 2400 times during game startup should really not matter (well as long as we're talking about a few lines of code that don't do huge amounts of work). Still if this would be something you'd have to optimize, you could skip the whole string modifications and just generate the final int...
by Nelvin
Sat Oct 28, 2017 11:09 pm
Forum: Support and Development
Topic: How to correctly convert 1D Tiled Array? (Jumper)
Replies: 5
Views: 848

Re: How to correctly convert 1D Tiled Array? (Jumper)

I have no idea about Jumper, so I may be wrong here but I guess you're indexing is wrong.

It probably should be 1 based instead of zero and you'd have to multiply y by mapSize instead of x.

Try it this way and see if it work.

Code: Select all

    collisionMap[x][y] =  map[1 + (x) + mapSize * (y)]
by Nelvin
Wed Oct 18, 2017 10:22 am
Forum: Games and Creations
Topic: Animal Factory
Replies: 21
Views: 5241

Re: Animal Factory

Very nice little game with a simple but somehow unique mechanic (well at least to me). If I were you, I'd try to find ideas how to add value/goals but try to not add complexity (the simplicity in the mechanic is, IMO, really good) and release it on mobiles. It's a perfect fit for tiny 5minute game s...
by Nelvin
Sat Aug 12, 2017 7:33 pm
Forum: Support and Development
Topic: [Solved] Game Controlling Question
Replies: 4
Views: 982

Re: [Newbie] Game Controlling Question

You can change the mousepressed handler if you want to activate a different behaviour during your game. Here's a most simple example that first defines two different handlers and then activates the first one as a default in the last line. It then just toggles between the two based on the pressed mou...
by Nelvin
Thu Aug 10, 2017 3:51 pm
Forum: Support and Development
Topic: [Solved] Looking for a function for factor based number series thingy, whatever its called.
Replies: 13
Views: 2075

Re: Looking for an equation that exponentially increases to a max number.

Hi there, Newbie here (actually my first post) I'm just toying around with Love a bit. Here's some code which might do what you want? It simply distributes the values along a squared function. The integer scaling is done in a simple 2 pass calc - I first sum up the normalized (0-1) values and use th...