Ah, I shouldn't have looked at that reddit post earlier.
Great resource! Thanks for pointing it out!
Search found 438 matches
- Fri May 06, 2016 2:31 pm
- Forum: General
- Topic: Implementing rhythm-based mechanics
- Replies: 9
- Views: 5841
- Thu May 05, 2016 6:38 pm
- Forum: General
- Topic: Concise game implementations
- Replies: 6
- Views: 4211
Re: Concise game implementations
Ooops, the danger of playtesting alone^^
- Thu May 05, 2016 5:43 pm
- Forum: General
- Topic: Concise game implementations
- Replies: 6
- Views: 4211
Concise game implementations
Hey, let's share very short game implementations. I wrote this pure Lua, terminal based, two player RPS game today: choice, winning = {}, { r = 's', p = 'r', s = 'p' } for n=1, 2 do print( ("Player %d:\nType 'r' for rock, 'p' for paper, or 's' for scissors and press return."):format( n ) )...
- Wed May 04, 2016 6:13 am
- Forum: General
- Topic: Implementing rhythm-based mechanics
- Replies: 9
- Views: 5841
Re: Implementing rhythm-based mechanics
I don't get it. function getInterpolatedTimer(dt) songTime = songTime + dt - previousFrameTime -- this should be ~0 for the first frame songTime = (songTime + (songPlay:tell("seconds")*1000))/2 -- which means this should be half of the song time after the first frame? end The way I see it ...
- Tue May 03, 2016 8:07 am
- Forum: Games and Creations
- Topic: Printers Are From HELL [First love2d game][casual]
- Replies: 15
- Views: 9989
Re: Printers Are From HELL [First love2d game][casual]
Congratulations on your first game! It's good fun! :) One little logic bug is that the wifi password can be different during the same session, but that's not really a problem. One more piece of feedback: I only understood the red progress bar when replugging the power cable after my third try - it l...
- Tue May 03, 2016 6:26 am
- Forum: General
- Topic: Implementing rhythm-based mechanics
- Replies: 9
- Views: 5841
Re: Implementing rhythm-based mechanics
You're probably looking for [url=Source:tell]https://love2d.org/wiki/Source:tell[/url]. Divide this by your beat length in seconds (which is your bpm/60). Don't forget that there might be an offset at the beginning of the audio file, because of silence etc. So make sure to take that into account so ...
- Sun May 01, 2016 1:39 pm
- Forum: General
- Topic: Mini Functions Repository
- Replies: 48
- Views: 41318
Re: Mini Functions Repository
snip Ah, that's how I zero pad or space pad numbers, but for some reason I didn't think of using it for strings, and I didn't know it's possible to right align like that as well. Thanks :) I also chose this implementation because just like the npm version it allows padding with any character (which...
- Mon Apr 25, 2016 6:17 am
- Forum: General
- Topic: Mini Functions Repository
- Replies: 48
- Views: 41318
Re: Mini Functions Repository
I wrote this fancy left-pad function:
Hmm, maybe I should put it on Luarocks...
Code: Select all
function leftpad( str, len, ch ) ch = ch or " "
return string.rep( ch, len - #str ) .. str
end
- Thu Apr 21, 2016 3:45 am
- Forum: General
- Topic: Optimizing performance on iOS and Android
- Replies: 2
- Views: 2621
Re: Optimizing performance on iOS and Android
Hey, also made a rhythm game and ported it to mobile (it's not out on mobile yet though). Most importantly, you have to find the bottlenecks. It doesn't make sense to optimize stuff that doesn't help overall performance. To do that look for deep loops, or other stuff where you suspect it might be he...
- Wed Mar 30, 2016 5:33 pm
- Forum: Ports
- Topic: LöveFTW - preview release
- Replies: 81
- Views: 200274
Re: LöveFTW - preview release
Seems like Microsoft is opening up their Xbox now for uwp apps.
But they may only use 1GB of RAM - seems like a perfect fit for LÖVE
But they may only use 1GB of RAM - seems like a perfect fit for LÖVE