Search found 97 matches
- Thu Jun 05, 2014 6:25 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1496918
Re: What's everyone working on? (tigsource inspired)
A collaborative project with retrotails, it'll be ready for release rather soon we suspect. Very, very nice, Ensayia, I love those "Puzzle Fighter"-like games, I used to spend hours playing the original. Looks very polished! It's " Columns ". An old Sega game released to combat ...
- Thu Jun 05, 2014 5:50 am
- Forum: Games and Creations
- Topic: Rigel
- Replies: 23
- Views: 13682
Re: Rigel
Thank you for the comments guys, they are really encouraging :) Looks cool. The background/terrain graphics remind me of Earthworm Jim from the Sega Genesis :awesome: Yeah, that's spot on. Earthworm Jim is one of my favourite games,I have studied it for a long time! What is he? A walking saucer? Oth...
- Tue Jun 03, 2014 11:25 am
- Forum: Games and Creations
- Topic: Rigel
- Replies: 23
- Views: 13682
Rigel
Hi guys, I'd like to share some of the stuff I've been working on. It’s still nowhere near finished, but I have gotten to the point where I need some feedback on the project. It's currently codenamed “Rigel”, here’s a small “trailer” I made to possibly recruit an artist buddy of mine: IAI4htCgl8g I ...
- Tue Jun 03, 2014 8:39 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1496918
Re: What's everyone working on? (tigsource inspired)
Very, very nice, Ensayia, I love those "Puzzle Fighter"-like games, I used to spend hours playing the original. Looks very polished!Ensayia wrote:A collaborative project with retrotails, it'll be ready for release rather soon we suspect.
- Sun May 18, 2014 9:52 pm
- Forum: Support and Development
- Topic: Animation logic using anim8
- Replies: 4
- Views: 4400
Re: Animation logic using anim8
You might want to count (animation) frames instead of time. The reason for this is that counting directly time can give you slightly errors unless you also take into account the time expended executing code during animation playback. The result of this is that you may end up repeating (or missing) a...
- Thu May 08, 2014 10:33 pm
- Forum: Games and Creations
- Topic: Hexapod Defense Force is out!
- Replies: 2
- Views: 3213
Re: Hexapod Defense Force is out!
Hi JesseH, nice project man, looks really polished, congrats! Any chance of a demo version?
- Sat May 03, 2014 10:22 pm
- Forum: Support and Development
- Topic: [Solved] Memory Leak in only two lines
- Replies: 15
- Views: 9549
Re: Memory Leak in only two lines
This might be a silly question but, did you remove each image reference before garbage collecting?Ref wrote: If I force garbage collection after each image is drawn, memory use remains constant, CPU use low, and no errors are encountered.
- Sun Apr 06, 2014 7:37 am
- Forum: Support and Development
- Topic: logic for Animating player facing left / right
- Replies: 1
- Views: 1160
Re: logic for Animating player facing left / right
Hi, tehryanx! I'd suggest using the same image for both directions, left and right, and flipping along the X axis according to a “flip” variable. The parameters “sx” and “sy” in the draw function are horizontal/vertical scale, but you can pass on negative values to flip an image along a particular a...
- Tue Mar 04, 2014 6:03 am
- Forum: General
- Topic: FREE - Keyboard, controllers & touch prompts pack
- Replies: 13
- Views: 10187
Re: FREE - Keyboard, controllers & touch prompts pack
That's some serious cross-platform play you've got goin' on there, josefnpat
- Sun Mar 02, 2014 2:43 am
- Forum: General
- Topic: love.timer.sleep
- Replies: 8
- Views: 3420
Re: love.timer.sleep
Questions of this nature should be posted in the Support and Development section. Anyway, in what part of the game loop are you calling the attack(s) function? Perhaps inside the draw function? I'm not entirely sure what are you trying to accomplish, but It seems that you need to read how löve works...