Search found 64 matches

by Virox
Sun Jan 24, 2010 1:55 pm
Forum: General
Topic: Love = Commercial use?
Replies: 7
Views: 5355

Re: Love = Commercial use?

But somebody recently told me your game doesn't have to be closed-source to sell it, he has a point there. Yes that's true, open source =/= freeware. It's perfectly possible to sell an open source software application. It's the license attached to it that determines if i can or may be sold, replica...
by Virox
Sat Jan 23, 2010 11:20 am
Forum: General
Topic: Hosting
Replies: 14
Views: 7188

Re: Hosting

rude wrote:Avalon donated an awesome server for the LÖVE project! Thanks, Avalon!
that's great news :)
by Virox
Wed Jan 20, 2010 7:05 pm
Forum: Games and Creations
Topic: Pröxima - A Space RTS
Replies: 53
Views: 28322

Re: Pröxima - A Space RTS

Update: - I've made a temporary main menu (see attachements). New (better) BG is in the making :) - I've redesigned my unit class, now it supports unitclasses and should now be easier to extend in the future. On the 2nd attachement screen you see can see 2 unitclasses: The tiny green/white arrows re...
by Virox
Wed Jan 20, 2010 10:30 am
Forum: Support and Development
Topic: Table & Indexes
Replies: 7
Views: 4519

Re: Table & Indexes

Thanks for correcting and helping me out. :)
I think I'll figure out a way now.
by Virox
Wed Jan 20, 2010 7:56 am
Forum: Support and Development
Topic: Table & Indexes
Replies: 7
Views: 4519

Re: Table & Indexes

Do you really need to store indexes in TableB ? Why don't you store references to the objects themselves? TableA = {'a','b','c','d'} TableB = {a=TableA[0], b=TableA[1]} Now you can use TableB.a and TableB.b to reference the 'a' and 'b' values, even when they are removed from TableA. Doesn't a Lua t...
by Virox
Tue Jan 19, 2010 9:37 pm
Forum: Support and Development
Topic: Table & Indexes
Replies: 7
Views: 4519

Table & Indexes

Hey I've got a question about tables. I've got a tableA with 10 objects inside it. But these object come and go constantly (table.insert & table.remove) When you remove ex: object 5, objects 6 till 10 lower one index so the index of object 10 shifts from 10 to 9. So far no problem. But i've othe...
by Virox
Tue Jan 19, 2010 8:19 pm
Forum: General
Topic: Fonts
Replies: 26
Views: 10527

Re: Fonts

Could it be possible to have a choise (boolean) if you want font's bottom left origin or some command...?
But if i'm the only one who wants to keep bottom left, ignore me :)
by Virox
Tue Jan 19, 2010 10:15 am
Forum: Games and Creations
Topic: Pröxima - A Space RTS
Replies: 53
Views: 28322

Re: [RLC]suggestion

- Units can be created or removed dynamicly - Individual or multiple unit selection - Unit movement + line formation nice idea! i would love to see the dynamic unit creation/deletion. and line formation is a must, it really is the löveliest thing to see in a space RTS! :megagrin: Thanks, these are ...
by Virox
Mon Jan 18, 2010 8:13 pm
Forum: Games and Creations
Topic: Pröxima - A Space RTS
Replies: 53
Views: 28322

Re: Pröxima - A Space RTS

Update: - Units can be created or removed dynamicly - Individual or multiple unit selection - Unit movement + line formation Now I'll be focussing on a basic GUI and creation of other unittypes. This is a temporary unitlist. - Fighters squadron: Can only fly in certain range of a their designated ca...
by Virox
Mon Jan 18, 2010 11:58 am
Forum: Support and Development
Topic: Keyconstant ALT
Replies: 2
Views: 1716

Keyconstant ALT

Is there a keyconstant that represents the 'alt' key? left or right?
I couldn't find it in the documentation.