Why don't you upload the game? Is it closed-source?
I am asking because I am doing something very similar and I am interested in seeing how someone else solved the same problems.
Search found 175 matches
- Mon Mar 25, 2013 5:13 pm
- Forum: Games and Creations
- Topic: Unnamed old-school RPG
- Replies: 18
- Views: 8355
- Mon Mar 25, 2013 3:10 pm
- Forum: Support and Development
- Topic: Release mode doesn't seem to work as described
- Replies: 7
- Views: 3071
Re: Release mode doesn't seem to work as described
In 0.8.0, syntax errors will get caught by the regular error handler, but everything else should go to the release error handler fine. This is fixed for 0.9.0. Problem with ATI cards? Fixed in 0.9.0! Portable, good RNG? In 0.9.0! Error handler not working as advertised? Fixed in 0.9.0! Release the ...
- Sun Mar 24, 2013 11:31 pm
- Forum: Libraries and Tools
- Topic: LÖVE game distribution utility
- Replies: 6
- Views: 26881
Re: LÖVE game distribution utility
Thanks, I was thinking about making such a utility myself. However, could you add LuaJIT support? Because I want to bundle the LuaJIT version of LÖVE.
- Sun Mar 24, 2013 8:12 pm
- Forum: General
- Topic: New guy, performance question
- Replies: 33
- Views: 18253
Re: New guy, performance question
No, it's not. The big issue here is not the overhead caused by accessing globals. But that code written like that is extremely error-prone, hard to read, and maintain.Kyle wrote: However, worrying about this is micro-optimization
- Sun Mar 24, 2013 7:55 pm
- Forum: General
- Topic: New guy, performance question
- Replies: 33
- Views: 18253
Re: New guy, performance question
What will be the scope if I define it as local just before love.update? The variable will be accessible in all code following its original declaration. Will it be available in all the love. functions? (Since I need to draw them?) It will be available in all functions (love. or your own) which follo...
- Sun Mar 24, 2013 7:04 pm
- Forum: General
- Topic: New guy, performance question
- Replies: 33
- Views: 18253
Re: New guy, performance question
Looks nice, except that you should use locals instead of globals e.g.: local blasts = {} function love.update( dt ) ... for key, value in ipairs( blasts ) do ... end instead of.. function love.load() ... blasts = {} ... end function love.update( dt ) ... for key, value in ipairs( blasts ) do ... end...
- Sun Mar 24, 2013 3:20 pm
- Forum: Libraries and Tools
- Topic: LÖVE Dice
- Replies: 5
- Views: 4425
Re: LÖVE Dice
Interesting, I already have my own dice code though. Just one comment local die20 = Dice.newDie(20) I prefer to overload the call operator to create new objects. Less typing and just looks slicker if you ask me e.g. local die20 = Dice(20) Or from my code Area[Position(2, 4)] as opposed to Area[Posit...
- Wed Mar 20, 2013 1:39 pm
- Forum: Games and Creations
- Topic: Unnamed old-school RPG
- Replies: 18
- Views: 8355
Re: Unnamed old-school RPG
Wow, looks impressive (and like my kind of game). Can't wait for the download!
- Mon Mar 18, 2013 4:22 am
- Forum: Support and Development
- Topic: [Unsolved]Hardon Collider Problem
- Replies: 2
- Views: 1645
Re: [Unsolved]Hardon Collider Problem
But still, even if the player X pos and Y pos update correctly on the debug informations, the image and the player state(variable to decide which image has to be used) don't. -- update the player's state player.state = Player.getState() -- returns shape's state as a string function Player.getState(...
- Sat Mar 16, 2013 10:09 am
- Forum: General
- Topic: New guy, performance question
- Replies: 33
- Views: 18253
Re: New guy, performance question
There is a LuaJIT based build of LÖVE. LuaJIT is one of the fastest dynamic languages implementations around (it runs circles around every implementation of Python and Ruby for example). I don't think there is anything LuaJIT is too slow for. Remember that Lua uses a garbage collector though. GC lan...