Search found 40 matches

by Xkeeper
Thu Aug 05, 2010 3:02 pm
Forum: Games and Creations
Topic: Tilt - physics puzzler (r11)
Replies: 49
Views: 20763

Re: Tilt - physics puzzler

Hmm, did you take a look at the source to mine? The "game" part of it is literally all in the update code, but the rest of it should still be useful for you; it's a lot cleaner. ;) Even the "level" is technically just two platforms and several balls, using the same format you did...
by Xkeeper
Thu Aug 05, 2010 11:06 am
Forum: Games and Creations
Topic: Tilt - physics puzzler (r11)
Replies: 49
Views: 20763

Re: Tilt - physics puzzler

Eh I'll take a look at it and maybe fudge around with the values a bit, make stuff into a neat array and make it OH JESUS HOW DID THIS GET HERE I AM NOT GOOD AT SLEEPING. http://xkeeper.net/love/tiltnhurl.png Download ... So, yeah. I kind of rewrote most of it (staying up until 4 AM when I should've...
by Xkeeper
Thu Aug 05, 2010 12:56 am
Forum: Games and Creations
Topic: Tilt - physics puzzler (r11)
Replies: 49
Views: 20763

Re: Tilt - physics puzzler

Lua hates something about this line of code: object[objectnum].x=string.sub(currentline,1,string.find(currentline,",")-1) scripts/loadlevel.lua:8: attempt to index field '?' (a nil value) Anyone? When adding one: object = {}; for <loading loop> do object[i] = { x = object x, y = object y,...
by Xkeeper
Thu Aug 05, 2010 12:20 am
Forum: Games and Creations
Topic: Tilt - physics puzzler (r11)
Replies: 49
Views: 20763

Re: Tilt - physics puzzler

Something that's better to avoid is using global variables as loop counters. I agree. Though I'm curious, and this has always bugged me about Lua; if you manage your global variables carefully (to only things that really need to be global), is there a downside to omitting local within functions/loo...
by Xkeeper
Wed Aug 04, 2010 11:55 pm
Forum: Games and Creations
Topic: Tilt - physics puzzler (r11)
Replies: 49
Views: 20763

Re: Tilt - physics puzzler

Looking through this, I'm going to try to work on it a bit and do some stuff. My thoughts so far, though: object_x={} object_y={} object_type={} You're using arrays backwards. It would be wiser to do this: objects[1]['x'] = (object x) objects[1]['y'] = (object y) objects[1]['type'] = (etc) objects[2...
by Xkeeper
Wed Aug 04, 2010 9:49 pm
Forum: Libraries and Tools
Topic: Lame hack of "lovalanche"
Replies: 12
Views: 4339

Re: Lame hack of "lovalanche"

I've never personally encountered a slow enough system to make it lag that badly, though. Mine. At a certain moment. In those 10 seconds, it was ~5 FPS, while I did nothing fancy. (Like moving the window.) Hm, your computer might be ancient. I'm not terribly sure it would be much smoother with fram...
by Xkeeper
Wed Aug 04, 2010 8:46 pm
Forum: Libraries and Tools
Topic: Lame hack of "lovalanche"
Replies: 12
Views: 4339

Re: Lame hack of "lovalanche"

Yep, after 10 seconds (600 frames) of no balls being counted, it will start nudging balls to get it going again (starting from the bottom and moving progressively higher, looping around and getting faster as it goes). It usually only takes 1-10 to start it up again... Note that the smallest balls ar...
by Xkeeper
Wed Aug 04, 2010 8:39 pm
Forum: Games and Creations
Topic: Tilt - physics puzzler (r11)
Replies: 49
Views: 20763

Re: Tilt - physics puzzler

I hope you don't mind if I play a bit with it -- it will be kind of fun to see what else I can do (and maybe help you out, who knows).

I'll also see if I can figure out what went wrong. :P
by Xkeeper
Wed Aug 04, 2010 3:18 am
Forum: Libraries and Tools
Topic: Lame hack of "lovalanche"
Replies: 12
Views: 4339

Lame hack of "lovalanche"

Here it is . http://xkeeper.net/private/emoticonavalanche.png It's basically a zero-player "game" -- really, a demo that pretends to be a game. It just drops balls through a basic pachinko-style board (with all of three square pegs) and uses some obtuse mathematics to play with scores, co...
by Xkeeper
Wed Aug 04, 2010 2:52 am
Forum: Games and Creations
Topic: Tilt - physics puzzler (r11)
Replies: 49
Views: 20763

Re: Tilt - physics puzzler

Yes, the objects go to sleep.

This is easily fixable:

Code: Select all

function love.load()
	world=love.physics.newWorld(love.graphics.getWidth(),love.graphics.getHeight())
	world:setGravity(0,500)
	world:setAllowSleep(false);
	...
That will make it so no objects go to sleep.