Search found 53 matches
- Sat Oct 13, 2012 4:07 pm
- Forum: Support and Development
- Topic: Defining Functions by String
- Replies: 7
- Views: 3142
Re: Defining Functions by String
I guess it was too late and I didn't understand what you were asking and just assumed you wanted to use "menu:Open()" but i t was failing for you. And then I did a really poorly executed test and gave you bad advice.
- Sat Oct 13, 2012 6:38 am
- Forum: Support and Development
- Topic: Defining Functions by String
- Replies: 7
- Views: 3142
Re: Defining Functions by String
When Lua reads your file, it reads from start to finish in order. When you are calling menu:Open (commented out) in your love.update function, it hasn't yet read the function menu:Open. There are two ways around this. You can declare the menu:Open variable above love.update, or you can move the enti...
- Sat Oct 13, 2012 6:02 am
- Forum: Support and Development
- Topic: Middleclass passing objects
- Replies: 2
- Views: 1568
Re: Middleclass passing objects
I see that you have a console start with the game; you'd probably be better off printing the error to the console using print instead of love.graphics.print. The way I understand love.graphics.print is that it (like any other code that draws) has to be called form love.draw -- so unless you store it...
- Fri Oct 12, 2012 10:58 pm
- Forum: Support and Development
- Topic: Some questions
- Replies: 6
- Views: 2124
Re: Some questions
Take a look at anim8 (linked in the original response); it's a library for doing that and the tutorials will probably help.PedroChurro wrote:But I don't know how to code that.
- Fri Oct 12, 2012 10:44 pm
- Forum: Support and Development
- Topic: Some questions
- Replies: 6
- Views: 2124
Re: Some questions
Drawing order matters. What you draw last is on top. So, you want to draw the background first and the buttons last. Animations are a more difficult subject, since you're new to this you probably want to use an existing library like anim8 . But the very basics are that you want to have a bunch of im...
- Fri Oct 12, 2012 5:48 am
- Forum: Support and Development
- Topic: LOVE rendering issue
- Replies: 3
- Views: 2523
Re: LOVE rendering issue
That looks like how 3d graphics were being rendered when my video card burned out (as proposed above). When in software rendering mode it would work fine, but using the video card it would appear that way.
- Thu Oct 11, 2012 5:01 pm
- Forum: Libraries and Tools
- Topic: Bacongamejam: I have an idea.
- Replies: 16
- Views: 6564
Re: Bacongamejam: I have an idea.
I would totally do it ...
if I wasn't a working father and husband who is going on vacation this weekend.
But good luck to you guys.
I used color, just for you.
if I wasn't a working father and husband who is going on vacation this weekend.
But good luck to you guys.
I used color, just for you.
- Tue Oct 09, 2012 6:04 pm
- Forum: Support and Development
- Topic: Hardon Collider - getting stuck between tiles
- Replies: 25
- Views: 15365
Re: Hardon Collider - getting stuck between tiles
I knew I'd seen something about developing a minimum set of bounding boxes based on tiles; turns out it's here in the snippets section.
If you were able to use this to translate your box-per-tile to a single box stretching over all contiguous tiles that would alleviate your 'stickiness'.
If you were able to use this to translate your box-per-tile to a single box stretching over all contiguous tiles that would alleviate your 'stickiness'.
- Tue Oct 09, 2012 4:52 pm
- Forum: Games and Creations
- Topic: Fake-3D tank game (early days)
- Replies: 5
- Views: 3453
Re: Fake-3D tank game (early days)
Very cool.
- Tue Oct 09, 2012 3:27 am
- Forum: Support and Development
- Topic: Hardon Collider - getting stuck between tiles
- Replies: 25
- Views: 15365
Re: Hardon Collider - getting stuck between tiles
Sorry, I meant the solution in this post, not your original. The one you called 'jumpy'.luaz wrote:Which original solution do you mean though?
Thanks for letting me know!