Search found 54 matches

by Muzz
Tue Sep 29, 2015 2:47 am
Forum: Libraries and Tools
Topic: LÖVE3D
Replies: 201
Views: 166128

Re: LÖVE3D

Ok i think the problem isn't there when i run shark swimulator, even if i unpack it and run the code there.

So i think the problem probably lies in the 2015/7/26 demo. I'll just use the shark swimulator code base and mess with it there :).
by Muzz
Mon Sep 28, 2015 2:32 pm
Forum: Libraries and Tools
Topic: LÖVE3D
Replies: 201
Views: 166128

Re: LÖVE3D

I seem to be getting the same opengl picking up version1.1 on my computer.

Only running an intel hd 5500 on this laptop but surely it should still work with that correct? Apparently this gfx card has opengl 4.3. Also this is on windows 10.
by Muzz
Tue Sep 22, 2015 2:45 am
Forum: Libraries and Tools
Topic: TexMate- Atlas importer and animation library
Replies: 2
Views: 2237

Re: TexMate- Atlas importer and animation library

Haha thanks Andreas, texture packer has proved to be a handy little bit of software. Don't suppose this means i can get a free upgrade of texture packer ;)?
by Muzz
Mon Sep 21, 2015 6:43 am
Forum: Libraries and Tools
Topic: TexMate- Atlas importer and animation library
Replies: 2
Views: 2237

TexMate- Atlas importer and animation library

I made a neat little library. https://github.com/Muzz/TexMate It uses the corona TM SDK exporter from texturepacker. https://www.codeandweb.com/texturepacker Or you can use shoebox which is free but i don't like as much. I have included a settings file for shoebox. http://renderhjs.net/shoebox/ This...
by Muzz
Sun Aug 02, 2015 8:02 am
Forum: Support and Development
Topic: I need an opinion from somone who has made a game in love
Replies: 3
Views: 1798

Re: I need an opinion from somone who has made a game in lov

Destructible terrain is really hard to achieve in box2d, i don't think you can edit the points of ground collision on the fly, so you would need to break it into chunks then delete them, or remake objects on the fly. Both kind of suck.
by Muzz
Thu Jul 23, 2015 3:59 pm
Forum: Support and Development
Topic: Execute lua script in a user's folder
Replies: 6
Views: 3197

Re: Execute lua script in a user's folder

Yeah as i said in your other thread, i think it's good if you want to make your game install completely portable, but if you are making a game, and not a tool or something else like that i would use Love's intended functionality.
by Muzz
Wed Jul 22, 2015 10:36 am
Forum: Support and Development
Topic: random drops
Replies: 12
Views: 4103

Re: random drops

You might also want a gaurenteed rarity system at one point. Doing it these ways means that stuff might not happen how the statistics say but you can make an item table to have guaranteed drops. function populateTable() itemTable = {} for i=1,100 do table.insert(itemTable,"commonItem") end...
by Muzz
Tue Jul 21, 2015 8:12 am
Forum: Support and Development
Topic: Loading files from an choosable user folder
Replies: 17
Views: 7472

Re: Loading files from an choosable user folder

Btw this is why i said it's not recommended to use FFI to do it. Honestly from the sound of it, everything you want to do you can do in a single folder. It's not too much to ask your users to drag a package into the game folder. Just leave the code i gave you working, and then try and work within th...
by Muzz
Mon Jul 20, 2015 7:57 pm
Forum: Libraries and Tools
Topic: Trail Meshes
Replies: 10
Views: 10150

Re: Trail Meshes

I think this would make a great little library that would be super helpful to people ;).
by Muzz
Mon Jul 20, 2015 7:43 pm
Forum: Libraries and Tools
Topic: Orbit stuff
Replies: 8
Views: 5248

Re: Orbit stuff

I have some actual orbital physics stuff written in Lua that you could use? I made it for moai but it would be really easy for you to port to LOVE2d, as all it does is take is two box2d bodies and their properties and outputs a table with a bunch of xy coordinates that you can plug into a line drawe...