The FEZ source with the example isn't usable as-is. I moved the "src" directory into the "example" directory, and made it into a .love which I've attached.
I find it hard to have confidence in libraries that aren't runnable as soon as you download them.
Search found 56 matches
- Mon Jul 09, 2012 7:52 am
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15381
- Mon Jul 09, 2012 6:23 am
- Forum: Support and Development
- Topic: Polygons with max 8 vertices
- Replies: 5
- Views: 2453
Re: Polygons with max 8 vertices
Somebody already asked this question recently:
viewtopic.php?f=4&t=9838&hilit=vertices
There are other posts that you can find with the search function:
search.php?keywords=vertices
viewtopic.php?f=4&t=9838&hilit=vertices
There are other posts that you can find with the search function:
search.php?keywords=vertices
- Mon Jul 09, 2012 2:33 am
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15381
Re: FEZ. Frankenstein Entity Zystem.
I just tried this after someone recommended it in another thread. However I can't get the example to run. I downloaded the Zip from Github, extracted it and ran the following within the /example directory ~/Downloads/perky-FEZ-5653242/example $ /Applications/love.app/Contents/MacOS/love . Error: ../...
- Mon Jul 09, 2012 12:00 am
- Forum: Support and Development
- Topic: OO Game Architecture
- Replies: 14
- Views: 9571
Re: OO Game Architecture
FEZ may be what you want! Oh cool that looks really good. Thanks! I use 32log . It makes creation of objects so much easier and allows inheritance/overloading/overridding That looks simple but I think I already have what I need from middleclass. Just an alternate thought, Lua's type behavior is bes...
- Sun Jul 08, 2012 5:26 am
- Forum: Support and Development
- Topic: OO Game Architecture
- Replies: 14
- Views: 9571
Re: OO Game Architecture
Thanks for the excellent reply :D I had no idea about what Lua does under the hood. I totally agree about the fragility of inheritance. I thought I heard about an alternative that was more suited for games. I think it's the Entity/Component system that you mentioned. That sounds perfect for what I w...
- Sun Jul 08, 2012 3:10 am
- Forum: Support and Development
- Topic: OO Game Architecture
- Replies: 14
- Views: 9571
Re: OO Game Architecture
I hadn't thought of that... but then wouldn't your Sprite definition be thousands of lines long? You could split up Some of the functionality into external files that are then included, but the core parts would get messy. For instance every time the player touches a Sprite, you'd have to go through ...
- Sun Jul 08, 2012 2:57 am
- Forum: Support and Development
- Topic: OO Game Architecture
- Replies: 14
- Views: 9571
Re: OO Game Architecture
I found MiddleClass's mixin functionality, and made a quick attempt, but I've messed up somewhere. I've attached the same code in a .love and below. Basically my "Pushable" mixin should make some entity subclasses pushable, but not others. However when I try to call :pushed on Tree, the me...
- Sun Jul 08, 2012 2:39 am
- Forum: Support and Development
- Topic: OO Game Architecture
- Replies: 14
- Views: 9571
OO Game Architecture
I'm trying to make a large-ish game, with objects that have different attributes. How is it best to do this in Löve/Lua? For example, I imagine objects would have a mix of attributes like: Pushable/Pullable Carryable Climbable Interact-able (hit X next to them for something) Solid (impassable for th...
- Sat Jul 07, 2012 3:54 am
- Forum: Support and Development
- Topic: Serialization and Classes
- Replies: 2
- Views: 1513
Serialization and Classes
There have been a few threads on serialization recently, but I'd like to ask specifically about serializing complex classes. It seems like something a lot of people will have been trying to do. Problem: I'm trying to serialize a class World , that has an array of Entity instances. Entity is effectiv...
- Fri Jun 29, 2012 2:45 pm
- Forum: Support and Development
- Topic: Problem loading Concave Polygon into HardonCollider
- Replies: 2
- Views: 1403
Re: Problem loading Concave Polygon into HardonCollider
Amazing! Thanks! I'll try it with the new version
Edit: It works! I get an error when I make a poly that intersects itself. I'm trying to catch it manually by using pcall, but I have to wrap all calls up the tree with pcall so it's not ideal... Is there a better way?
Edit: It works! I get an error when I make a poly that intersects itself. I'm trying to catch it manually by using pcall, but I have to wrap all calls up the tree with pcall so it's not ideal... Is there a better way?