Search found 651 matches

by Inny
Mon Aug 08, 2016 2:46 am
Forum: General
Topic: Avoiding OOP
Replies: 30
Views: 14308

Re: Avoiding OOP

Well, object oriented doesn't mean via classes, it just means you have an object that you can access properties on. Classes are just a way to build objects. Another way to build objects, is to just assign properties to an object you just came up with via lua's {} syntax. As for how to structure thin...
by Inny
Mon Jul 18, 2016 2:58 am
Forum: Support and Development
Topic: Time
Replies: 4
Views: 2921

Re: Time

You can use cron.lua . It's a very simple library, all you need to do is on the love.update function, call update with the clock. myEvent = cron.after(5, function() print("This happens after 5 seconds") end) function love.update(dt) myEvent:update(dt) end There are plenty of other timer li...
by Inny
Mon Jul 18, 2016 2:47 am
Forum: General
Topic: LÖVE 0.10.1 released
Replies: 44
Views: 36623

Re: LÖVE 0.10.1 released

Aren't BMP and TGA simple enough that you can implement them yourself in Lua? here's the spec for bmp,
by Inny
Thu Jul 14, 2016 4:41 pm
Forum: General
Topic: What's your Lua/Love setup ?
Replies: 26
Views: 18728

Re: What's your Lua/Love setup ?

Let me first apologize for being the first reply, because I'm going to drop some Vim up in this house. To make Vim handle Love and Lua, I configure it like so (and I do this from a Windows box, and I'm removing pieces of the config that are unrelated): set wildmenu set wildmode=list,full if has(&quo...
by Inny
Sun Jul 10, 2016 10:00 pm
Forum: General
Topic: Using coroutines to create an RPG dialogue system
Replies: 18
Views: 14605

Re: Using coroutines to create an RPG dialogue system

Oh, sorry, I used "normal" to mean "made of normal parts", not like "everyone in the love2d world uses it." Actually this technique is probably more used in the javascript world and not so much within love/lua, e.g. you would build out some DOM and bind a bunch of callb...
by Inny
Sun Jul 10, 2016 8:01 pm
Forum: General
Topic: Using coroutines to create an RPG dialogue system
Replies: 18
Views: 14605

Re: Using coroutines to create an RPG dialogue system

Interesting approach. I'd like to see an example of that being used in a in a game, do you know of one? It's a little hard for me to tell from your example which parts are meant to be repeated for different menus and which parts are meant to be reusable. I suspect it could be simplified a lot by le...
by Inny
Sun Jul 10, 2016 5:54 pm
Forum: General
Topic: Using coroutines to create an RPG dialogue system
Replies: 18
Views: 14605

Re: Using coroutines to create an RPG dialogue system

If people are having trouble with coroutines (and believe me, I love coroutines), then there's a pretty normal way to run a menu system with just closures/continuations. I'll try to demonstrate with code since that always speaks louder. -- assuming our gamestate's basic functions, init, update, draw...
by Inny
Fri Jul 08, 2016 6:00 am
Forum: General
Topic: General Code Formatting?
Replies: 3
Views: 1942

Re: General Code Formatting?

Kikito has a short, but good write up on how to write modules: http://kiki.to/blog/2014/03/30/a-guide-to-authoring-lua-modules/ I think the thing that works best is more knowing the principles, idioms, customs, social mores, etc. rather that how it should look. For instance, a Module contains functi...
by Inny
Mon Jul 04, 2016 5:14 am
Forum: Support and Development
Topic: Simple questions about things
Replies: 3
Views: 3464

Re: Simple questions about things

Is a strict 11 color palette for each image created good enough for quality pixel art? Yeah, if you're a good artist you can work within limitations. Only having 11 colors isn't going to make you a better artist automatically though. Would a quad that bleeds cause any performance issues compared to...
by Inny
Mon Jul 04, 2016 4:56 am
Forum: General
Topic: These forums are dead nowadays.
Replies: 8
Views: 13658

Re: These forums are dead nowadays.

Plenty alive, use the active posts page: search.php?search_id=active_topics