Search found 147 matches

by TurtleP
Tue Aug 18, 2015 5:18 am
Forum: Games and Creations
Topic: Turtle: Invaders
Replies: 30
Views: 9817

Re: Turtle: Invaders

Another beta is released, with some more fixes and additions: Added Astronomic Added Polybius (he's now fully completed, shield, ability, etc) Synced up ability uses (don't know how I forgot this one) Remember how you get combos? Yeah well, they work as they should now. The score is multiplied for e...
by TurtleP
Mon Aug 17, 2015 3:48 am
Forum: Ports
Topic: LövePotion - LÖVE on 3DS Homebrew
Replies: 46
Views: 85519

Re: LövePotion - Love2D on 3DS Homebrew

I currently have Ironhax running, and even had to use TubeHax (just to install Ironhax though). Both work perfectly!
by TurtleP
Wed Aug 12, 2015 8:21 am
Forum: Games and Creations
Topic: Turtle: Invaders
Replies: 30
Views: 9817

Re: Turtle: Invaders

As usual, the latest beta is in the top post. Changelog: Exiting and re-entering the game with Hugo's ability active would allow wrapping still Updated Qwerty stuff Fixed a crash on loading Highscores for the first boot Fixed a bug where the shotgun kill on one bat at close range made a x3 combo Fix...
by TurtleP
Mon Aug 10, 2015 3:23 pm
Forum: Games and Creations
Topic: Turtle: Invaders
Replies: 30
Views: 9817

Re: Turtle: Invaders

@Qub that's okay! ;)

Furthermore, the latest version is in the OP from yesterday afternoon.
by TurtleP
Mon Aug 10, 2015 4:58 am
Forum: Ports
Topic: LövePotion - LÖVE on 3DS Homebrew
Replies: 46
Views: 85519

Re: LövePotion - Love2D on 3DS Homebrew

Just got Ironfall Invasion! I'm super hyped for Ironhax and Löve Potion! Two questions:

1) Is the touch screen always reserved for the console, or can it be drawn to?
2) How do you run a .love file or main.lua using Löve Potion?
by TurtleP
Sun Aug 09, 2015 7:37 pm
Forum: Games and Creations
Topic: Turtle: Invaders
Replies: 30
Views: 9817

Re: Turtle: Invaders

Nixola, Thanks for that. Oddly it didn't crash for me (but I deleted my settings anyway to be sure and it still didn't crash). Anyhow, I moved those variables elsewhere (main.lua before anything loads just to be safe--totally not hacky or anything ;) ) Here's a new version with synced powerups on ne...
by TurtleP
Sat Aug 08, 2015 8:39 pm
Forum: Games and Creations
Topic: Turtle: Invaders
Replies: 30
Views: 9817

Re: Turtle: Invaders

Hi all, After pondering over this decision, I've decided to release the current beta of Turtle: Invaders. The reason is that I don't have too many testers (Me and 4 others) and we're not always active about testing (mainly due to life and such, but development is done asap when I'm off of work). So,...
by TurtleP
Sat Aug 08, 2015 8:06 pm
Forum: General
Topic: Damage effect show problem!
Replies: 5
Views: 848

Re: Damage effect show problem!

Tetsuken, try the following: function EffectUpdate(t) if effectlist ~= nil then for i = #effectlist, 1, -1 do if effectlist[i] then if effectlist[i].time > effectlist[i].duration then -- problem here index nil continues table.remove(effectlist, i) else effectlist[i].time = effectlist[i].time + t*400...
by TurtleP
Mon Aug 03, 2015 5:01 am
Forum: Games and Creations
Topic: Turtle Tale
Replies: 0
Views: 739

Turtle Tale

Hi all, Last month I ran a poll from this forum and on another I go to get feedback on if I should remake my old game, "Turtle: Puzzles". The results showed really wanted to have it remade and turned into something new. Now, I have decided to make a thread here dedicated to any interesting updates I...
by TurtleP
Tue Jul 28, 2015 10:21 pm
Forum: Support and Development
Topic: [LoveFrames] KeyPress to click a button.
Replies: 1
Views: 543

Re: [LoveFrames] KeyPress to click a button.

Since NextTextButton is not a local variable, you can easily do:

Code: Select all

function love.keypressed(key)
    --change " " to any key you want, or keep is as spacebar if you want
    if key == " " then
       NextTextButton:OnClick()
    end
end