Search found 873 matches

by veethree
Thu Feb 24, 2022 12:05 pm
Forum: General
Topic: Is there ever a "correct" set of way to make a game?
Replies: 13
Views: 10414

Re: Is there ever a "correct" set of way to make a game?

You and i are not so different. I also like to understand what everything in my game does, As a result i rarely use third party libraries and instead design my own. As a direct result of this, I have very few actual finished "games" under my belt, But a ton of prototypes and half finished ...
by veethree
Tue Feb 22, 2022 8:10 am
Forum: Support and Development
Topic: Scent System
Replies: 3
Views: 2853

Re: Scent System

The way I see it you have 2 options. You can use a shader, check out this blog post for a basic primer on how they work. Or you could use a cellular automaton . If your game is grid based in some way a cellular automaton might be the better option, otherwise shaders. This kind of shader could make u...
by veethree
Mon Feb 21, 2022 9:56 am
Forum: General
Topic: [Solved] (typo) How can I save a list of args in a variable, and call a function with it?
Replies: 5
Views: 3961

Re: How can I save a list of args in a variable, and call a function with it?

setColor can take a table as an argument.

Just do

Code: Select all

love.graphics.setColor(Settings.myColor)
by veethree
Sat Feb 19, 2022 10:51 pm
Forum: Games and Creations
Topic: Cow Game
Replies: 5
Views: 4678

Re: Cow Game

BrotSagtMist wrote: Sat Feb 19, 2022 10:14 pm This is a rage game, right?
No it's a cow game.
by veethree
Sat Feb 19, 2022 9:21 pm
Forum: Games and Creations
Topic: Cow Game
Replies: 5
Views: 4678

Cow Game

Cow Game
Cow Game.png
Cow Game.png (45.23 KiB) Viewed 4678 times
by veethree
Wed Feb 16, 2022 12:47 am
Forum: Support and Development
Topic: Windfield and collisions
Replies: 3
Views: 3224

Re: Windfield and collisions

This is a common issue. See here and here.
by veethree
Thu Feb 10, 2022 10:16 pm
Forum: Support and Development
Topic: Tile 0x0 in a procedurally generated world always the same
Replies: 5
Views: 3661

Re: Tile 0x0 in a procedurally generated world always the same

Yeah, makes sense then. Coords 0,0,[INT] seems to always give 0.5 as an output, which your map generator must interpret as a ground tile. Here's a quick example: for i = 1, 5000 do print(love.math.noise(0,0,i)) -- always gives 0.5 end Changing the 0 to 0.5 results in "better" noise values...
by veethree
Wed Feb 09, 2022 3:30 pm
Forum: Support and Development
Topic: Tile 0x0 in a procedurally generated world always the same
Replies: 5
Views: 3661

Re: Tile 0x0 in a procedurally generated world always the same

The first 2 arguments for 0x0 will always be 0, but the seed, which is used as the third argument, will be different in each world. And the seed is always an integer. I don't have time right this moment to test it, but this makes some sense. Thank you!
by veethree
Wed Feb 09, 2022 1:34 am
Forum: Support and Development
Topic: Tile 0x0 in a procedurally generated world always the same
Replies: 5
Views: 3661

Tile 0x0 in a procedurally generated world always the same

Hi, So I've been working on a game that uses procedural generation to procedurally generate procedural worlds. For a while, The game had some code that would find a tile for the player to spawn on by looping through whatever tiles had already spawned until it found a suitable one. But that code was ...
by veethree
Tue Jan 04, 2022 6:22 pm
Forum: General
Topic: LÖVE 11.4 - out now!
Replies: 51
Views: 226367

Re: LÖVE 11.4 - out now!

Awesome! Thanks guys ☺️