Search found 243 matches
- Thu Jun 09, 2016 2:05 pm
- Forum: General
- Topic: Should I release Luvnit?
- Replies: 17
- Views: 9668
Re: Should I release Luvnit?
I feel like a lot of this stuff isn't terribly useful, or already exists. -Snip- You have a few things in here that are handy, but I feel like you went out of your way to over-engineer and do in-house design instead of using tools already available. You're completely right that I might've over-engi...
- Thu Jun 09, 2016 12:26 pm
- Forum: General
- Topic: Should I release Luvnit?
- Replies: 17
- Views: 9668
Should I release Luvnit?
So lately I've been working on some kind of "Mega library" named Luvnit, which has a bunch of stuff to help me develop, and even changes how I program by a lot. At this points it: - Adds classes - Turns love into a Event based system, instead of love.draw you instead add a function to the ...
- Tue May 24, 2016 7:26 am
- Forum: Support and Development
- Topic: Networking too slow for live multiplayer?
- Replies: 3
- Views: 3174
Re: Networking too slow for live multiplayer?
As far as I could see, you're sending data over the network every frame; instead, try to send data only x times a second.
I'd suggest x being 30.
I'd suggest x being 30.
- Sat May 14, 2016 8:20 am
- Forum: Support and Development
- Topic: How do I make my player move repeatedly after I press an arrow key?
- Replies: 8
- Views: 5000
Re: How do I make my player move repeatedly after I press an arrow key?
Use love.math.random(min, max) instead; its seed automatically gets set.
- Sat May 14, 2016 6:59 am
- Forum: Support and Development
- Topic: The 'Newfont' function isn't working
- Replies: 4
- Views: 4004
Re: The 'Newfont' function isn't working
You typed .tff instead of .ttf
- Sat May 14, 2016 5:42 am
- Forum: Support and Development
- Topic: How do I make my player move repeatedly after I press an arrow key?
- Replies: 8
- Views: 5000
Re: How do I make my player move repeatedly after I press an arrow key?
You're on the right path; something like this should do. lastKey = "" movement = { w = {x= 0, y=-1}, a = {x=-1, y= 0}, s = {x= 0, y= 1}, d = {x= 1, y= 0}, } player = { x = 0, y = 0, speed = 200, } function love.update(dt) if movement[lastKey] then local dir = movement[lastKey] player.x = p...
- Fri May 06, 2016 4:13 pm
- Forum: Support and Development
- Topic: Proobleem
- Replies: 5
- Views: 2115
Re: Proobleem
At line 18 you are overwriting your love.draw function you defined at line 10.
- Mon May 02, 2016 8:29 pm
- Forum: Support and Development
- Topic: Kinetic scrolling
- Replies: 10
- Views: 5457
Re: Move after mousereleased
Maybe something like this could help.
- Sat Apr 23, 2016 8:20 pm
- Forum: Support and Development
- Topic: Updating game while resizing window?
- Replies: 3
- Views: 1911
Updating game while resizing window?
My question is fairly simple, so I'll get straight to the point.
While resizing (And possible moving) the window, love.update is halted, is there any way to disable said halting?
Thanks in advance!
While resizing (And possible moving) the window, love.update is halted, is there any way to disable said halting?
Thanks in advance!
- Sat Apr 23, 2016 6:09 am
- Forum: Support and Development
- Topic: Object not in table despite being inserted
- Replies: 6
- Views: 2574
Re: Object not in table despite being inserted
You're on the right track, you just need to return 'self' in your cannonball create function, after line 29. I also noticed a few other things; 1. You are creating a new image everytime a cannonball is created, its better to make the image once, and then create references to it: Cannonball = {} Cann...