Search found 40 matches
- 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...
- 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...
- 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,...
- 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...
- 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...
- 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...
- 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...
- 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.
I'll also see if I can figure out what went wrong.
- 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...
- 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:
That will make it so no 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);
...