Search found 36 matches

by feelixe
Mon Oct 13, 2014 1:31 pm
Forum: Support and Development
Topic: Getting started with multiplayer
Replies: 8
Views: 5093

Re: Getting started with multiplayer

I've got i working now!! But I have another question, how much info is acceptabel to send over udp? Say i have a table with enemies ex. Enemies = { one{hp=1 etc. } two{hp=1 etc. } three{ hp=1 etc. } etc. } To send this whole table over udp like 5 times a second would cause crazy lag i belive, am I r...
by feelixe
Sun Oct 12, 2014 4:08 pm
Forum: Support and Development
Topic: Getting started with multiplayer
Replies: 8
Views: 5093

Getting started with multiplayer

Hey! I'm want to implement multiplayer in a game that i'm making and just have some questions. First of all I'm just wondering if I've understood how it works right. My understanding is that every client send all nececery info to the server (positions etc.) and then the server sends out all changes ...
by feelixe
Thu Jan 23, 2014 8:26 pm
Forum: Support and Development
Topic: Is this a good way to draw a grid based map?
Replies: 15
Views: 6730

Re: Is this a good way to draw a grid based map?

Grids in Lua: gridWidth = 50 gridHeight = 30 myGrid = {} for x = 1, gridWidth do myGrid[x] = {} for y = 1, gridHeight do myGrid[x][y] = {some table or other data, whatever you want each cell to contain} end end Then in order to access a cell's contents, you'd just ask for myGrid[x][y].whatever or w...
by feelixe
Thu Jan 23, 2014 8:15 pm
Forum: Support and Development
Topic: Is this a good way to draw a grid based map?
Replies: 15
Views: 6730

Is this a good way to draw a grid based map?

Hello:) I have a game with gridbased map and I'm wondering if my technique of drawing the map is a decent way of doing it and i have a question if that's the case. So. I have my grid map and i have coordinations(x,y,x2,y2) of the player + screenwidth + (a border). That kind of creates two rectangles...
by feelixe
Sat Jan 18, 2014 6:23 pm
Forum: Support and Development
Topic: Remove and add to array
Replies: 1
Views: 842

Remove and add to array

Hey, in my game i have an array with the enemies, like this: Enemies = { } Enemies.Enemy = { } I add enemies to the array with the following code: cE = #Enemies.Enemy + 1 Enemies.Enemy[cE] = { } Enemies.Enemy[cE].X = posx Enemies.Enemy[cE].Y = posy Enemies.Enemy[cE].type = tt Enemies.Enemy[cE].actX ...
by feelixe
Tue Jan 14, 2014 11:56 am
Forum: Support and Development
Topic: White edge around rotated object
Replies: 9
Views: 2850

Re: White edge around rotated object

I tried it now and it didn't work :/ I probably did something wrong, i opened the .png and made a second layer and filled it with black and set transparancy to 0. Maybe photoshop does something?
by feelixe
Mon Jan 13, 2014 11:29 pm
Forum: Support and Development
Topic: White edge around rotated object
Replies: 9
Views: 2850

Re: White edge around rotated object

Thanks alot, i'll try it when i get home:)
by feelixe
Mon Jan 13, 2014 7:04 pm
Forum: Support and Development
Topic: White edge around rotated object
Replies: 9
Views: 2850

White edge around rotated object

When i rotated an image there a very thin white edge around it. Clamp wrap should be on be default so i don't really understand.
Here's a screenshot of how it looks ingame: http://gyazo.com/275b7da19b8d736d49f52d9281df514f
Anyone got a clue? Thank you
by feelixe
Mon Jan 13, 2014 1:24 pm
Forum: Support and Development
Topic: Why does this code act werid after 0.9.0?
Replies: 7
Views: 4377

Re: Why does this code act werid after 0.9.0?

slime wrote:Yeah, it's fixed for the next version (0.9.1 probably.)
Oh. And there's no releasedate for 0.9.1 yet?
PS. I tried the nightly release for löve and it fixed it :) thanks for the help
by feelixe
Sun Jan 12, 2014 10:07 pm
Forum: Support and Development
Topic: Why does this code act werid after 0.9.0?
Replies: 7
Views: 4377

Re: Why does this code act werid after 0.9.0?

It's excatly as he describe it, i don't understand how he fixed it though? is it a bug in löve?