Show off your games, demos and other (playable) creations.
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Xkeeper
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by Xkeeper » Thu Aug 05, 2010 10:59 pm
Fully agreed. Reading other's source code can help you incredibly; for example, I learned some things from your code, too (because I have a very loose grasp on the love modules, and the wiki documentation is kind of hard to follow).
Remember, the best thing to do if you're unable to read something is to ask for help or an explanation. Very rarely is it a bad idea, if ever.

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Tesselode
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by Tesselode » Thu Aug 05, 2010 11:56 pm
Well, I finally have a functional release of Tilt out! I know, it hasn't actually been a long time, but it has been a good amount of work. So here's the fun thing that the broken releases have been leading up to: you can create levels! See the first post for details. And feel free to post levels!
I'll probably be spending some time programming objects to be put into levels.
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Tesselode
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by Tesselode » Sat Aug 07, 2010 11:14 pm
Tilt r6 is out! It includes:
-walls
-spikes
-a better level loading mechanism
-more sample levels
Anyway, now you're going to have to stick your levels into the "custom" folder and give them the extension ".tilt".
Feedback about the new release would be appreciated.
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Xkeeper
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by Xkeeper » Sat Aug 07, 2010 11:35 pm
"Bad argument #1 to 'lines' (custom/sample1.tilt: no such file or directory)"
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Tesselode
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by Tesselode » Sat Aug 07, 2010 11:40 pm
Did you extract everything before running it?
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Xkeeper
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by Xkeeper » Sat Aug 07, 2010 11:51 pm
Yes, the format
...\love.exe
...\tilt.love
...\custom\[levels].tilt
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Tesselode
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by Tesselode » Sun Aug 08, 2010 12:22 am
That's weird; it's working for me.
I switched from using love.filesystem for level loading to lua's built-in input/output functions for loading levels since love.filesystem always looks inside the .love file for stuff while lua's input/output library has no trouble looking inside the folder where the .love file is. Could this be causing a problem? And is there a good way to get love.filesystem to not just look in AppData or inside the .love file? I don't want to make people navigate to AppData or extract an executable file just to add a custom level.
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Robin
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by Robin » Sun Aug 08, 2010 6:47 am
Don't use the Lua io, man. It's not a good idea, and it might be removed in a future version, to enhance sandboxing. (Plus, people have trouble with it all the time.)
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Xkeeper
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by Xkeeper » Sun Aug 08, 2010 6:49 am
There's a bug.
Hopefully at one point you'll be able to play with the directory your game is in, but for now, nope

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Tesselode
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by Tesselode » Sun Aug 08, 2010 6:16 pm
OK, see if this one works.
You'll need to stick custom levels into %appdata%/love/tesselode_tilt/custom. Or ~/.love/tesselode_tilt/custom on Linux, etc.
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tilt-r6.5.love
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