Search found 97 matches

by verilog
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 ...
by verilog
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...
by verilog
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 ...
by verilog
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)

Ensayia wrote: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!
by verilog
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...
by verilog
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?
by verilog
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

Ref wrote: If I force garbage collection after each image is drawn, memory use remains constant, CPU use low, and no errors are encountered.
This might be a silly question but, did you remove each image reference before garbage collecting?
by verilog
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...
by verilog
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 :crazy:
by verilog
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...