Search found 873 matches
- Tue Feb 28, 2012 6:24 pm
- Forum: Support and Development
- Topic: Opening .lua files
- Replies: 19
- Views: 7472
Re: Opening .lua files
If you mean coding various game mechanics in their own lua files then i might have a solution, this is the way i usually do things. Example: Main.lua: require "pissant" --pissant would be the name of the lua file, require basically loads the file. function love.load() initPissant() --calli...
- Tue Feb 28, 2012 6:04 pm
- Forum: Libraries and Tools
- Topic: Wavy vision illision thing.
- Replies: 3
- Views: 1834
Wavy vision illision thing.
No idea what to call this, But this is one of those things that you stare at for about 20-30 seconds, then look away and everything is all wavy and what not. And it's made with löve of course. Screenshot: http://i44.tinypic.com/b3l7hx.png Note that it's set up to work properly in fullscreen mode at ...
- Wed Feb 15, 2012 6:34 pm
- Forum: Support and Development
- Topic: Preventing tunneling in HardonCollider
- Replies: 15
- Views: 6459
Re: Preventing tunneling in HardonCollider
Unrelated: i think you meant "big props" the "props" isn't a short for properties, I believe it's a short for "proper respect/recognition"crazy big properties to vrld
- Mon Feb 13, 2012 4:48 pm
- Forum: Support and Development
- Topic: Drawing Tiles from an Array[SOLVED!]
- Replies: 7
- Views: 1800
Re: Drawing Tiles from an Array
Do you call the draw_map function in love.draw? I suggest you include your .love file, that would make it easier to isolate the problem.
- Sun Feb 12, 2012 9:13 am
- Forum: Support and Development
- Topic: Why isn't this collision check working?
- Replies: 2
- Views: 982
Re: Why isn't this collision check working?
Thanks man, That worked.ivan wrote:You are overwriting the 'str' variable anytime a collision check fails.
Haven't tested your .love file but I suspect you would have to change the logic to something like:Code: Select all
str = 'false' for i = 1, #balls do if (collision) then str = 'true' break end end
- Sun Feb 12, 2012 7:46 am
- Forum: Support and Development
- Topic: Why isn't this collision check working?
- Replies: 2
- Views: 982
Why isn't this collision check working?
I'm remaking (again) my "pop" game, And i ran into some issues with a collision check. I'm checking for collisions on objects in a table, The problem is it only works for one of the objects if there are multiple. This is probably something really obvious..but i can't see it for whatever re...
- Tue Feb 07, 2012 6:13 pm
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 539973
Re: Share a Shader!
How could one acquire a copy of whatever you guys are using to run these things? Last i checked 0.8.0 isn't out. lol
- Tue Feb 07, 2012 3:14 pm
- Forum: Support and Development
- Topic: Shooting enemies
- Replies: 7
- Views: 3203
Re: Shooting enemies
Well, to start with, I could not recommend altering a table that you are looping through. If you insist on doing so, at the very least you need to loop backwards. A better solution would probably to loop through the enemies and then bullets, and when they collide, add that enemy to a "to be de...
- Tue Feb 07, 2012 11:10 am
- Forum: Support and Development
- Topic: Shooting enemies
- Replies: 7
- Views: 3203
Shooting enemies
So i've been working on a game based on my rough and unfinished Space game . The idea is almost the same, Except this one will have enemies, shooting and all that stuff. My problem is with the enemies. Right now i can spawn the enemies (press y ingame) but they don't do anything, I wanted to make su...
- Tue Feb 07, 2012 8:28 am
- Forum: Support and Development
- Topic: Platformer Levels
- Replies: 2
- Views: 2000
Platformer Levels
Hey. So i decided to try to make a platformer, and after thinking about it for a while i realized that i'll run into a few problems while making this..Here's the first one: Levels. The problem is, I have no idea how to go about making the levels. I mean i have some ideas, but none of them are good. ...