Search found 69 matches
- Wed Sep 14, 2011 8:39 am
- Forum: Support and Development
- Topic: My attempt at a snake clone. Fail.
- Replies: 9
- Views: 4615
Re: My attempt at a snake clone. Fail.
I think it would be much easier to do with a grid of sorts. E.g. represent your snake as an array of dots on this grid, and each time the snake moves, add one dot to its head in the direction of movement, and remove the last dot of the tail. If the snake eats something, you just don't remove the dot...
- Tue Sep 13, 2011 1:27 am
- Forum: General
- Topic: Sandboxing (poll)
- Replies: 83
- Views: 40490
Re: Sandboxing (poll)
SFML is designed for games but can do other things (it's essentially a lower level LÖVE, AFAIK), and to my knowledge it has none of sort of sandboxing discussed in this thread. To my knowledge, LÖVE is not SFML. Also, SFML is for C++, which means that the only form of distributing ready-to-use appl...
- Mon Sep 12, 2011 7:48 pm
- Forum: General
- Topic: Sandboxing (poll)
- Replies: 83
- Views: 40490
Re: Sandboxing (poll)
Yes. LÖVE is designed for games. Games should do no evil. That's right, but LÖVE is good for other things too. The point I'm constantly trying to make, is that if standard LÖVE distribution consisted of Lua module and a sandboxed executable using it, then: Those who make games that don't need the r...
- Mon Sep 12, 2011 7:12 pm
- Forum: Support and Development
- Topic: problem running an exe of my game on win7 64bit
- Replies: 8
- Views: 3710
Re: problem running an exe of my game on win7 64bit
Or even better, use this function as love.run: love.timer.sleep isn't very accurate on some computers. Sleep accuracy can depend on many factors, like system load, process priority and so on. Fortunately, in my code, the only thing that's affected by sleep's accuracy is pushing frames to display (f...
- Mon Sep 12, 2011 3:05 pm
- Forum: Games and Creations
- Topic: Pig Command
- Replies: 16
- Views: 2768
Re: Pig Command
Works for me (also on Linux).
It would be more challenging if the firing rate was limited. Right now, if you keep clicking fast around the top-left corner of the screen, no pig (or bacon) will have a chance to escape.
It would be more challenging if the firing rate was limited. Right now, if you keep clicking fast around the top-left corner of the screen, no pig (or bacon) will have a chance to escape.
- Mon Sep 12, 2011 2:53 pm
- Forum: Support and Development
- Topic: problem running an exe of my game on win7 64bit
- Replies: 8
- Views: 3710
Re: problem running an exe of my game on win7 64bit
Also, to minimize the physics spazzing out issue, add this in the top of your love.update: dt = math.min(dt, 0.1) Or even better, use this function as love.run: function love.run () -- these don't change, so we can make them local for faster access local audio, graphics = love.audio, love.graphics ...
- Sun Sep 11, 2011 9:00 pm
- Forum: General
- Topic: Prevent joints from breaking.
- Replies: 6
- Views: 3506
Re: Prevent joints from breaking.
It seems that lua was doing some garbage collection and maybe that was causing the joints to get destroyed? You're probably correct. If you don't store the references to physics objects somewhere, they will get destroyed when Lua garbage-collects them - it's not enough to have them inside a world t...
- Sun Sep 11, 2011 8:35 pm
- Forum: General
- Topic: LÖVE as a module for standalone Lua?
- Replies: 3
- Views: 1805
Re: LÖVE as a module for standalone Lua?
It's awesome! I find LÖVE good not only for games, but also for some apps, and sometimes I'd like to use it more as a library (in a use-at-will manner) rather than complete framework.
Thanks
Thanks
- Sun Sep 11, 2011 7:42 pm
- Forum: General
- Topic: Prevent joints from breaking.
- Replies: 6
- Views: 3506
Re: Prevent joints from breaking.
Hello all, I'm currently experiencing the situation where my joints break apart. Oh, that's pretty bad. I'm afraid you have to go see a doctor. sorry, I had to :P Seriously though, what do you mean by breaking apart? Do the links break apart completely, and start behaving like there was no joint at...
- Sun Sep 11, 2011 7:33 pm
- Forum: General
- Topic: LÖVE as a module for standalone Lua?
- Replies: 3
- Views: 1805
LÖVE as a module for standalone Lua?
These questions are mainly to the devs (or other people who know their way around LÖVE sources): 1. Is this possible (without rewriting LÖVE from scratch)? 2. Would it take much effort to do it? I know C++ pretty well (though I haven't programmed in it for few months), and I may even be willing to d...