I have been using this for WitchavenRL. Good library IMO.
But what I miss is that the library allows to calculate the LARGEST path possible (without using map cells twice, of course)
Search found 146 matches
- Sun Jan 20, 2013 1:16 pm
- Forum: Libraries and Tools
- Topic: Jumper : 2D Pathfinder with Jump Point Search (v.1.8.1)
- Replies: 97
- Views: 57287
- Sun Jan 20, 2013 12:51 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1510065
Re: What's everyone working on? (tigsource inspired)
You should definitely remove your OSX and install Windows Vista. A lot of people told me that Vista changed their lives!!!IndieKid wrote:
http://love2d.org/forums/viewtopic.php?f=5&t=12412
- Sun Jan 20, 2013 12:47 pm
- Forum: Libraries and Tools
- Topic: [WIP]Tag League: Laser Duel!
- Replies: 8
- Views: 4697
Re: [WIP]Tag League: Laser Duel! [need a graphic designer]
IndieKid wrote: I've already got several graphic designers. Thanks for advise.
Or let me know what kind of texture you need I will try my best for creating a good one.
- Fri Jan 18, 2013 12:52 pm
- Forum: General
- Topic: Nil vs False, memory question
- Replies: 19
- Views: 7559
Re: Nil vs False, memory question
Rather than check for the non-existence of something (like if there is air above me), try this: function Player:collision(...) -- if colliding with block if not self.onground then self.onground = true end end function Player:update(dt) if self.onground and love.keyboard.isDown(' ') then self.ongrou...
- Fri Jan 18, 2013 12:47 pm
- Forum: Support and Development
- Topic: Beautiful RegEx
- Replies: 5
- Views: 2181
Re: Beautiful RegEx
Running a function from its stringed name: function salute(person) print("Hello " .. person) end runThis = "salute" arguments = "Foo" _G[runThis](arguments) Or even: function salute(person) return "Hello " .. person end runThis = "salute" arguments =...
- Fri Jan 18, 2013 12:38 pm
- Forum: General
- Topic: Nil vs False, memory question
- Replies: 19
- Views: 7559
Re: Nil vs False, memory question
I'd expect "not ==" to be slower than "~=", though not by much. Why? Well, because the former is two operators, while the latter is one, of course, and as far as I know lua doesn't optimize. (It might be noted, that in the __eq case it still does a not, albeit internally, I can'...
- Fri Jan 18, 2013 12:32 pm
- Forum: Libraries and Tools
- Topic: Textured Polygon
- Replies: 5
- Views: 1750
Re: Textured Polygon
Looks nice
But after looking at the code, I think you cheated a bit ^_^
Don't take me bad. It's just that I thought it was a textured polygon like in OpenGL or something similar.
But still you did a good work
But after looking at the code, I think you cheated a bit ^_^
Don't take me bad. It's just that I thought it was a textured polygon like in OpenGL or something similar.
But still you did a good work
- Fri Jan 18, 2013 12:25 pm
- Forum: Games and Creations
- Topic: [WIP] War of Mages (or War of <something>)
- Replies: 17
- Views: 11889
Re: [WIP] War of Mages (or War of <something>)
Good News: GAME ARTIFICIAL INTELLIGENCE FINISHED!!!! I was almost all night working and testing it, and I finally finished the AI System that is basically homemade. Only need more testing and tweaking. Here is an image of the AI output over the cells: 3gEuA.png Don't get scared of all those numbers....
- Thu Jan 17, 2013 8:06 pm
- Forum: Games and Creations
- Topic: [WIP] War of Mages (or War of <something>)
- Replies: 17
- Views: 11889
Re: [WIP] War of Mages (or War of <something>)
Neat idea Ubermann. Your list of things to-do reminded me a lot of things I see in roguelike games, so this list of articles may be helpful even if your game doesn't belong to that genre: http://roguebasin.roguelikedevelopment.org/index.php?title=Articles Arigato. Yes, I remember that list of thing...
- Thu Jan 17, 2013 1:56 pm
- Forum: Games and Creations
- Topic: [WIP] War of Mages (or War of <something>)
- Replies: 17
- Views: 11889
Re: [WIP] War of Mages (or War of <something>)
Well, thanks. What is planned to do? - Magic System: cast spells and summons creatures - Combat System: review the game mechanics and everything related - Main Menu: with new game, options, credits and quit - Actions buttons (cast spell, end turn, etc..) Basically some buttons in the same place tha...