Search found 175 matches

by Hexenhammer
Mon Mar 25, 2013 5:13 pm
Forum: Games and Creations
Topic: Unnamed old-school RPG
Replies: 18
Views: 8355

Re: Unnamed old-school RPG

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.
by Hexenhammer
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 ...
by Hexenhammer
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.
by Hexenhammer
Sun Mar 24, 2013 8:12 pm
Forum: General
Topic: New guy, performance question
Replies: 33
Views: 18253

Re: New guy, performance question

Kyle wrote: However, worrying about this is micro-optimization
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.
by Hexenhammer
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...
by Hexenhammer
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...
by Hexenhammer
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...
by Hexenhammer
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! :awesome:
by Hexenhammer
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(...
by Hexenhammer
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...