Search found 87 matches
- Mon Aug 25, 2014 1:16 pm
- Forum: Games and Creations
- Topic: MultiWorlds [LD30]
- Replies: 5
- Views: 4737
Re: MultiWorlds [LD30]
Rated! I love your music, how did you make it?
- Mon Aug 25, 2014 1:20 am
- Forum: General
- Topic: Ludum Dare #30
- Replies: 20
- Views: 12787
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'...
- Fri Aug 22, 2014 1:54 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1505201
Re: What's everyone working on? (tigsource inspired)
Too late! Excited! How do you do the perspective?Jasoco wrote:Don't get too excited yet though.
- Fri Aug 22, 2014 1:52 pm
- Forum: General
- Topic: running a function only once
- Replies: 12
- Views: 6811
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.
- Thu Aug 21, 2014 2:26 am
- Forum: General
- Topic: Ludum Dare #30
- Replies: 20
- Views: 12787
Re: Ludum Dare #30
I'm gonna give it a shot! It'll be my first jam!
- Thu Aug 21, 2014 2:25 am
- Forum: General
- Topic: Archiving / compression module for LÖVE
- Replies: 11
- Views: 4992
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...
- Wed Aug 20, 2014 2:48 pm
- Forum: General
- Topic: Archiving / compression module for LÖVE
- Replies: 11
- Views: 4992
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...
- Wed Aug 20, 2014 2:10 pm
- Forum: General
- Topic: Archiving / compression module for LÖVE
- Replies: 11
- Views: 4992
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...
- Mon Jul 28, 2014 8:48 pm
- Forum: General
- Topic: Force-directed graphs?
- Replies: 3
- Views: 2210
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
http://bl.ocks.org/mbostock/4062045
- Thu Jul 17, 2014 11:26 am
- Forum: Games and Creations
- Topic: SHaBU (Shoot and Build)
- Replies: 5
- Views: 5519
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 ...