Search found 36 matches
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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?
- 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:)
- 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
Here's a screenshot of how it looks ingame: http://gyazo.com/275b7da19b8d736d49f52d9281df514f
Anyone got a clue? Thank you
- 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?
Oh. And there's no releasedate for 0.9.1 yet?slime wrote:Yeah, it's fixed for the next version (0.9.1 probably.)
PS. I tried the nightly release for löve and it fixed it thanks for the help
- 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?markgo wrote:Maybe related? https://bitbucket.org/rude/love/issue/8 ... ks-scissor