Search found 873 matches
- 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 ...
- 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...
- 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
Just do
Code: Select all
love.graphics.setColor(Settings.myColor)
- Sat Feb 19, 2022 10:51 pm
- Forum: Games and Creations
- Topic: Cow Game
- Replies: 5
- Views: 4678
Re: Cow Game
No it's a cow game.
- Sat Feb 19, 2022 9:21 pm
- Forum: Games and Creations
- Topic: Cow Game
- Replies: 5
- Views: 4678
- Wed Feb 16, 2022 12:47 am
- Forum: Support and Development
- Topic: Windfield and collisions
- Replies: 3
- Views: 3224
- 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...
- 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!
- 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 ...
- 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