Yay, thanks for sharing!
Amazing how fast you went from not knowing C++ to contributing so much to SDL and Löve!
Search found 712 matches
- Wed Sep 07, 2016 3:46 pm
- Forum: General
- Topic: blogs.love2d.org - The Official LÖVE Blogs!
- Replies: 94
- Views: 541203
- Mon Sep 05, 2016 6:49 am
- Forum: Support and Development
- Topic: Support for newer versions of LÖVE
- Replies: 6
- Views: 5073
Re: Support for newer versions of LÖVE
It's sort of already been mentioned, but I wanted to stress the point: This issue is something that end-users usually won't have to worry about, because when you redistribute a game, you usually pack it along with the engine (so users won't have to install anything besides your game, and can have mu...
- Sat Sep 03, 2016 8:07 am
- Forum: Games and Creations
- Topic: Bussard: programming spaceflight sim
- Replies: 19
- Views: 12117
Re: Bussard: programming spaceflight sim
My only worry is that it might be difficult to make it look consistent since I have graphics for real planets in the Sol system which aren't animated, and having programmatically-generated ones in other systems might be odd. But maybe it could be adapted to render simple static images or something....
- Fri Sep 02, 2016 9:33 am
- Forum: Support and Development
- Topic: How would I go about approaching this?
- Replies: 12
- Views: 6538
Re: How would I go about approaching this?
I'm not sure what your game does exactly, and what kind of objects will be present on the map, but I expect that most of them will not often change in height (trees, for exampled, probably won't change at all, except maybe when they're chopped down). Since sorting is expensive, I would not call it b...
- Fri Sep 02, 2016 9:14 am
- Forum: Games and Creations
- Topic: Bussard: programming spaceflight sim
- Replies: 19
- Views: 12117
Re: Bussard: programming spaceflight sim
Hey, this is really cool. Love the idea, and I like what I see so far. Sadly I couldn't get very far (because of the first point in the list below). Here's a bit of feedback to what I saw so far: After pressing Ctrl+m once to get to the mail, Ctrl+Enter also opens the mail, instead of the command li...
- Fri Sep 02, 2016 8:45 am
- Forum: Games and Creations
- Topic: Hex Engine
- Replies: 11
- Views: 11492
Re: Hex Engine
Looks neat :) Suggestion: Dragging the mouse while holding down the left mouse button should "paint". It's a lot of work to click every individual tile. (i.e. draw by reacting to the mousemoved event, not only in the mouse click event). Edit: Ah, also, I'd make the map much bigger. It's th...
- Wed Aug 17, 2016 10:51 am
- Forum: Games and Creations
- Topic: My first project: Labyrinth
- Replies: 3
- Views: 3391
Re: My first project: Labyrinth
If you're interested in mazes, have you checked out the maze thread? Some really cool implementations in there...
- Wed Aug 17, 2016 10:49 am
- Forum: Games and Creations
- Topic: buzzin - a microgame about bees
- Replies: 2
- Views: 2292
Re: buzzin - a microgame about bees
Cool idea!
I kind of mizz the whole "hive" or "swarm" feeling - a larger hive should mean I somehow get more bees (no idea how that would be incorporated into the gameplay, though). Other than that, I like the mechanics of the reflection on the side of the game window...
I kind of mizz the whole "hive" or "swarm" feeling - a larger hive should mean I somehow get more bees (no idea how that would be incorporated into the gameplay, though). Other than that, I like the mechanics of the reflection on the side of the game window...
- Sat Aug 13, 2016 8:26 am
- Forum: Games and Creations
- Topic: Composite sprites
- Replies: 13
- Views: 8586
Re: Composite sprites
Okay, sounds reasonable. I'd be way too lazy to draw all of these by hand, but hey, it looks good the way you do it, nice style!
- Thu Aug 11, 2016 8:24 am
- Forum: Games and Creations
- Topic: Blue - small stressful game
- Replies: 5
- Views: 3041
Re: Blue - small stressful game
Nice little game! Took me longer to figure out what to do than I'd like to admit - I thought whatever I had just pressed was related to what I should press next (incidentally, that was true for the whole of the first game, I always pressed the colour of the word I had pressed previously, and it most...