Search found 87 matches

by clofresh
Mon Aug 25, 2014 1:16 pm
Forum: Games and Creations
Topic: MultiWorlds [LD30]
Replies: 5
Views: 1894

Re: MultiWorlds [LD30]

Rated! I love your music, how did you make it?
by clofresh
Mon Aug 25, 2014 1:20 am
Forum: General
Topic: Ludum Dare #30
Replies: 20
Views: 6628

Re: Ludum Dare #30

Done! http://www.ludumdare.com/compo/ludum-dare-30/?uid=19694 ludumdare0.png Basically, you're a frog, until you get eaten by a raccoon, until you get eaten by a mosquito, until you get eaten by a frog, until you get eaten by a raccoon . . . . we're all connected . . . in this swamp world. Yeah. It'...
by clofresh
Fri Aug 22, 2014 1:54 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1704
Views: 498719

Re: What's everyone working on? (tigsource inspired)

Jasoco wrote:Don't get too excited yet though.
Too late! Excited! How do you do the perspective?
by clofresh
Fri Aug 22, 2014 1:52 pm
Forum: General
Topic: running a function only once
Replies: 12
Views: 3538

Re: running a function only once

You're setting gen = true at the beginning of the love.draw function so the if statement will always pass and call dg. I think what you want to do is to generate the rectangles in love.load and save them to tables, then just draw those rectangles in the draw function.
by clofresh
Thu Aug 21, 2014 2:26 am
Forum: General
Topic: Ludum Dare #30
Replies: 20
Views: 6628

Re: Ludum Dare #30

I'm gonna give it a shot! It'll be my first jam! :crazy:
by clofresh
Thu Aug 21, 2014 2:25 am
Forum: General
Topic: Archiving / compression module for LÖVE
Replies: 11
Views: 2598

Re: Archiving / compression module for LÖVE

I think there was some pure-lua unzipping code inside Advanced Tile Loader, from the top of my head. Is this what you're referring to? https://github.com/Kadoba/Advanced-Tiled-Loader/blob/master/external/deflatelua.lua#L703 Looks like it's just zlib decompression, so I'll still have to navigate the...
by clofresh
Wed Aug 20, 2014 2:48 pm
Forum: General
Topic: Archiving / compression module for LÖVE
Replies: 11
Views: 2598

Re: Archiving / compression module for LÖVE

Oh I see. I guess I can just add a build step that unzips the .ora file before packaging into the .love file. Yeah, I'd like to use .ora files more to have a compact file format that simplifies the art -> game workflow, since the layers and relative positions of those layers are preserved in the .or...
by clofresh
Wed Aug 20, 2014 2:10 pm
Forum: General
Topic: Archiving / compression module for LÖVE
Replies: 11
Views: 2598

Re: Archiving / compression module for LÖVE

How come love.filesystem.mount() can't read from the game's source directory? My use case is that I want to use OpenRaster files for game assets. OpenRaster is just a zip file of one image per layer and an xml metadata file to describe them, and since GIMP and Krita can export OpenRaster files direc...
by clofresh
Mon Jul 28, 2014 8:48 pm
Forum: General
Topic: Force-directed graphs?
Replies: 3
Views: 1294

Force-directed graphs?

Has anyone implemented something to lay out graphs in a nice way, like with a force-directed drawing algorithm? Something like this:

http://bl.ocks.org/mbostock/4062045
by clofresh
Thu Jul 17, 2014 11:26 am
Forum: Games and Creations
Topic: SHaBU (Shoot and Build)
Replies: 5
Views: 2450

Re: SHaBU (Shoot and Build)

This is a really cool concept! Maybe you could limit the amount you can build to some resource you have to collect? Like right now you can just build a huge wall around the enemy spawn points and then it's too easy. Maybe you should have to kill like 3 enemies before you can place a block. That way ...