Search found 478 matches
- Thu Oct 26, 2017 11:19 am
- Forum: Support and Development
- Topic: Inventory help in an RPG game
- Replies: 46
- Views: 24840
Re: Inventory help in an RPG game
Also congrats to GameDummy for bumping a 4 year old thread! :megagrin: I will never understand forum culture obsession with thread age. The entire point of the forum structure is to provide easy access to all topics ever made on it, but somehow someone came to the conclusion that the idea that 'bum...
- Wed Oct 25, 2017 1:46 pm
- Forum: Support and Development
- Topic: buggy table handling
- Replies: 6
- Views: 3761
Re: buggy table handling
thanks for responding so quickly. But the value blocs[1] is still equal to 0 even if it was supposed to be two because i declared it with blocs[id].x, blocs[id].y, and blocs[id].sprite. It is not equal to 0, it is equal to nil. This is what you're doing: blocs = {} blocs[1] = 123 print(blocs[1]) --...
- Wed Oct 25, 2017 1:02 pm
- Forum: Support and Development
- Topic: buggy table handling
- Replies: 6
- Views: 3761
Re: buggy table handling
Code: Select all
blocs = {}
- Wed Oct 25, 2017 12:57 pm
- Forum: Support and Development
- Topic: Inventory help in an RPG game
- Replies: 46
- Views: 24840
Re: Inventory help in an RPG game
İ will try to add images for the inventory myself, but if you come up with a way to do that and share it i would appreciate that as well. The same way the items are differently colored you can specify different images. The code already includes the conditional construct for that behavior in the dra...
- Mon Oct 23, 2017 8:56 pm
- Forum: Support and Development
- Topic: Lighters pause in midpoints
- Replies: 10
- Views: 8750
Re: Lighters pause in midpoints
Here is a tutorial for a minimum value algorithm: http://www.programming4beginners.com/tu ... -algorithm
You'll have to iterate through all potential targets and apply that to pick the one with the shortest distance.
- Mon Oct 23, 2017 8:51 pm
- Forum: Support and Development
- Topic: love - supporting multiple directories
- Replies: 8
- Views: 6151
Re: love - supporting multiple directories
'arg' is a global variable containing all arguments passed to love executable, you can access it from conf.lua or anywhere else.
- Mon Oct 23, 2017 2:01 pm
- Forum: Support and Development
- Topic: Inventory help in an RPG game
- Replies: 46
- Views: 24840
Re: Inventory help in an RPG game
Thank you for that, but can you guys tell me a way to draw this on the actual game screen ? local myInventory = {food = 10,sword = 4,coin = 50,axe = 2,shield = 1,armor = 40} local function drawItem(item,itemWidth,itemHeight) if (item == "food") then love.graphics.setColor(0,128,0,255) els...
- Mon Oct 23, 2017 1:40 pm
- Forum: Support and Development
- Topic: Anim8 Issue: There is no frame for x=1, y=2
- Replies: 3
- Views: 3330
Re: Anim8 Issue: There is no frame for x=1, y=2
Here is a guide on the library you're using, which you didn't read: https://github.com/kikito/anim8 The proper way to create your animation according to the above is this: left = anim8.newAnimation(g(1,1, 2,1, 3,1, 4,1), 1.0), right = anim8.newAnimation(g(1,2, 2,2, 3,2, 4,2), 1.0) In your code you s...
- Mon Oct 23, 2017 1:02 am
- Forum: Support and Development
- Topic: love.graphics.newimage returns nil in module
- Replies: 3
- Views: 3071
Re: love.graphics.newimage returns nil in module
Here's the sequence of events: 1. 'require' will run the file, meaning it will define (A)love.load to be a function you specified 2. function (B)love.load will get reassigned in main.lua after the require 3. framework will then call (B)love.load This means (A)love.load from the 'require' will never ...
- Mon Oct 23, 2017 12:56 am
- Forum: Support and Development
- Topic: Collision bug
- Replies: 2
- Views: 1998
Re: Collision bug
In server.lua you create your box2d world at line 203, then you add all your static fixtures, but then you AGAIN create a box2d world at line 242. Which means the terrain is in a different world from your cars. Also your variable naming scheme is bad, using single letter global variables everywhere ...