Search found 102 matches

by Linkpy
Tue Jun 07, 2016 12:28 pm
Forum: General
Topic: How do you organize your project(s) ?
Replies: 12
Views: 7298

Re: How do you organize your project(s) ?

Oh okay, I see. Quiet simple but this can be enough. :D
by Linkpy
Tue Jun 07, 2016 12:08 pm
Forum: General
Topic: How do you organize your project(s) ?
Replies: 12
Views: 7298

Re: How do you organize your project(s) ?

Oh ? You don't add more element ? Like in assets, add a node for "image", "sounds", no ?
by Linkpy
Tue Jun 07, 2016 12:06 pm
Forum: Support and Development
Topic: Creating a server using ENet
Replies: 11
Views: 7885

Re: Creating a server using ENet

Basically, yes. Just add a default IP for server (like "0.0.0.0", "*", "localhost", etc) and a default port for server and client (like 19060).
by Linkpy
Tue Jun 07, 2016 11:03 am
Forum: General
Topic: How do you organize your project(s) ?
Replies: 12
Views: 7298

How do you organize your project(s) ?

Hello everyone. I was just wondering how all of you organize your project(s). I don't talk about folders and files, but in the conception. What tool do you use to "write down" your idea ? How do you organize how you'll make your game ? I'll start with my way. The only tool I use is "X...
by Linkpy
Tue Jun 07, 2016 10:44 am
Forum: Support and Development
Topic: Creating a server using ENet
Replies: 11
Views: 7885

Re: Creating a server using ENet

You have multiple ways to do this. If it's a little game, the IP is from a web site, or just given by the host to the played (in a forum, with Skype, etc). But, if you have a big project (like World of Tanks, War Thunder, Overwatch or even Battleborn) were servers are hosted in big infrastructures, ...
by Linkpy
Tue Jun 07, 2016 7:43 am
Forum: Support and Development
Topic: Implementing 9 slices in Love?
Replies: 10
Views: 5288

Re: Implementing 9 slices in Love?

Doesn't look to hard to implement. You just need a SpriteBatch with quad. 9 to be precise. And apply scaling and every element, in function of what they need (no scaling, vertical scaling, etc). It's a good way to create buttons and other rectangular shape I think, I'll use it in my engine.
by Linkpy
Tue Jun 07, 2016 7:38 am
Forum: Support and Development
Topic: Creating a server using ENet
Replies: 11
Views: 7885

Re: Creating a server using ENet

For creating a server you don't need your IP, just use "localhost" or "127.0.0.1". Get your IP from a distant server (in this case, myip.dnsomatic.com) is only a helper. This allow you to know your internet IP, and then you can directly share it with your friends / people. I also...
by Linkpy
Mon Jun 06, 2016 2:17 pm
Forum: Support and Development
Topic: How to get the final position after multiple graphical operation
Replies: 15
Views: 8142

Re: How to get the final position after multiple graphical operation

It's curious because SFML use 4x4 matrix, using it like a 3x3 for 2D operations... I don"t understand :crazy: My code is this one : http://pastebin.com/6DRGPF1Q (it is in MoonScript, btw) It's just a "translation" of this file : https://github.com/SFML/SFML/blob/master/src/SFML/Graphi...
by Linkpy
Mon Jun 06, 2016 12:52 pm
Forum: Support and Development
Topic: Love2D on linux, problems with SDL/OpenGL
Replies: 5
Views: 4000

Re: Love2D on linux, problems with SDL/OpenGL

This error seems to come from SDL.

Your PC architecture (x86, x64, ...) ?
How did you install Love2D and SDL ?
by Linkpy
Mon Jun 06, 2016 10:54 am
Forum: Support and Development
Topic: How to get the final position after multiple graphical operation
Replies: 15
Views: 8142

Re: How to get the final position after multiple graphical operation

Okay thanks, I'll search for this.

Edit : Just another question : I'll make an MoonScript implementation of the SFML's Transform class. This class use a 4x4 matrix, for 2D, should I use a 4x4 or a 3x3 matrix ?