Search found 651 matches
- Mon Aug 08, 2016 2:46 am
- Forum: General
- Topic: Avoiding OOP
- Replies: 30
- Views: 14316
Re: Avoiding OOP
Well, object oriented doesn't mean via classes, it just means you have an object that you can access properties on. Classes are just a way to build objects. Another way to build objects, is to just assign properties to an object you just came up with via lua's {} syntax. As for how to structure thin...
- Mon Jul 18, 2016 2:58 am
- Forum: Support and Development
- Topic: Time
- Replies: 4
- Views: 2922
Re: Time
You can use cron.lua . It's a very simple library, all you need to do is on the love.update function, call update with the clock. myEvent = cron.after(5, function() print("This happens after 5 seconds") end) function love.update(dt) myEvent:update(dt) end There are plenty of other timer li...
- Mon Jul 18, 2016 2:47 am
- Forum: General
- Topic: LÖVE 0.10.1 released
- Replies: 44
- Views: 36810
Re: LÖVE 0.10.1 released
Aren't BMP and TGA simple enough that you can implement them yourself in Lua? here's the spec for bmp,
- Thu Jul 14, 2016 4:41 pm
- Forum: General
- Topic: What's your Lua/Love setup ?
- Replies: 26
- Views: 18749
Re: What's your Lua/Love setup ?
Let me first apologize for being the first reply, because I'm going to drop some Vim up in this house. To make Vim handle Love and Lua, I configure it like so (and I do this from a Windows box, and I'm removing pieces of the config that are unrelated): set wildmenu set wildmode=list,full if has(&quo...
- Sun Jul 10, 2016 10:00 pm
- Forum: General
- Topic: Using coroutines to create an RPG dialogue system
- Replies: 18
- Views: 14654
Re: Using coroutines to create an RPG dialogue system
Oh, sorry, I used "normal" to mean "made of normal parts", not like "everyone in the love2d world uses it." Actually this technique is probably more used in the javascript world and not so much within love/lua, e.g. you would build out some DOM and bind a bunch of callb...
- Sun Jul 10, 2016 8:01 pm
- Forum: General
- Topic: Using coroutines to create an RPG dialogue system
- Replies: 18
- Views: 14654
Re: Using coroutines to create an RPG dialogue system
Interesting approach. I'd like to see an example of that being used in a in a game, do you know of one? It's a little hard for me to tell from your example which parts are meant to be repeated for different menus and which parts are meant to be reusable. I suspect it could be simplified a lot by le...
- Sun Jul 10, 2016 5:54 pm
- Forum: General
- Topic: Using coroutines to create an RPG dialogue system
- Replies: 18
- Views: 14654
Re: Using coroutines to create an RPG dialogue system
If people are having trouble with coroutines (and believe me, I love coroutines), then there's a pretty normal way to run a menu system with just closures/continuations. I'll try to demonstrate with code since that always speaks louder. -- assuming our gamestate's basic functions, init, update, draw...
- Fri Jul 08, 2016 6:00 am
- Forum: General
- Topic: General Code Formatting?
- Replies: 3
- Views: 1944
Re: General Code Formatting?
Kikito has a short, but good write up on how to write modules: http://kiki.to/blog/2014/03/30/a-guide-to-authoring-lua-modules/ I think the thing that works best is more knowing the principles, idioms, customs, social mores, etc. rather that how it should look. For instance, a Module contains functi...
- Mon Jul 04, 2016 5:14 am
- Forum: Support and Development
- Topic: Simple questions about things
- Replies: 3
- Views: 3470
Re: Simple questions about things
Is a strict 11 color palette for each image created good enough for quality pixel art? Yeah, if you're a good artist you can work within limitations. Only having 11 colors isn't going to make you a better artist automatically though. Would a quad that bleeds cause any performance issues compared to...
- Mon Jul 04, 2016 4:56 am
- Forum: General
- Topic: These forums are dead nowadays.
- Replies: 8
- Views: 13795
Re: These forums are dead nowadays.
Plenty alive, use the active posts page: search.php?search_id=active_topics