Search found 53 matches

by genericdave
Fri Apr 01, 2011 10:43 am
Forum: Support and Development
Topic: ZLIB
Replies: 5
Views: 2062

Re: ZLIB

There are a number of pure Lua implementations of zip compression. Have a look at the list over on the Lua-Users Wiki. LibCompress and/or LuaRocks look like they might be just what you're looking for.
by genericdave
Wed Mar 16, 2011 7:13 pm
Forum: General
Topic: prototype modeling as an alternative to OOP
Replies: 10
Views: 3549

Re: prototype modeling as an alternative to OOP

Alright, I'm starting to get it now. This definitely one of the things that makes lua so awesome: its incredible flexibility. Lua is by no means perfect (it could use a bit more consistency), but rather than define what your best practices should be, it gives you a few basic tools that can do nearly...
by genericdave
Mon Mar 14, 2011 6:45 am
Forum: General
Topic: prototype modeling as an alternative to OOP
Replies: 10
Views: 3549

Re: prototype modeling as an alternative to OOP

I'm confused as to how "modeling with prototypes" is distinct from OOP. The differences seem to be rather insignificant when compared with, say, the difference between OOP and functional paradigms. This difference is something I'm currently wrestling with as I try to figure out if a langua...
by genericdave
Sun Mar 13, 2011 9:52 pm
Forum: General
Topic: prototype modeling as an alternative to OOP
Replies: 10
Views: 3549

Re: prototype modeling as an alternative to OOP

I'm so lost. I agree that lua is pretty sweet, however.
by genericdave
Mon Mar 07, 2011 12:33 am
Forum: Libraries and Tools
Topic: Debug - A whole new way of debugging your game
Replies: 106
Views: 92252

Re: Debug - A whole new way of debugging your game

Sweet! I made a much crappier version of this exact thing about forever and a half ago. I will totally be using this. Something along these lines really out to be included in the love 2d library itself. You could just set a debug flag and have a nice little console on non-Windows systems. Unless tha...
by genericdave
Mon Mar 07, 2011 12:09 am
Forum: General
Topic: TextMate bundle, auto-complete and tooltips.
Replies: 26
Views: 15099

Re: TextMate bundle, auto-complete and tooltips.

1. This is awesome.
2. A word of warning to other users: if the path to your project folder has spaces, running and building straight from TextMate will probably have problems.
3. Shouldn't this be linked to on the wiki?
4. Man, I haven't posted here in a loooooooong time.
by genericdave
Mon Dec 21, 2009 9:16 am
Forum: General
Topic: Interactive console
Replies: 15
Views: 11516

Re: Interactive console

bartbes wrote:It wasn't made for 0.5.0.. it was made for an old(er) build of 0.6.0
Ah, well it's coming in handy either way. I'll upload something for people to check out sometime soon (if people are interested).
by genericdave
Sun Dec 20, 2009 10:12 am
Forum: General
Topic: Interactive console
Replies: 15
Views: 11516

Re: Interactive console

Our main branch is "porting" now. Check http://github.com/bartbes/lovelybigplanet/tree/porting/libs/ for the libs/ dir in the "porting" branch. Ooooh, very nice. I've only been messing around with lua and love for about a week so I can learn a lot from your code here. I can see ...
by genericdave
Sat Dec 19, 2009 4:35 am
Forum: General
Topic: Interactive console
Replies: 15
Views: 11516

Re: Interactive console

bartbes wrote:the lib is at libs/console.lua
I'm looking at Lovely Big Planet's repository right now and I don't see what you're referring to. I see a ton of LoveUI-related files. Nothing called console.lua that I can see. Am I just missing something here?
by genericdave
Fri Dec 18, 2009 8:41 am
Forum: General
Topic: Interactive console
Replies: 15
Views: 11516

Re: Interactive console

Well, I do have command history in my console.. Too bad you only do right-hand dvorak. Well right-hand dvorak is acceptable, I suppose. However, I assume, bartbes, that you console is the one integrated into you little big planet inspired game. Could that be easily reworked and made so that it can ...