Search found 27 matches
- Sat Aug 31, 2019 7:38 am
- Forum: Games and Creations
- Topic: Possession (formerly Possession 2) - Release Date: July 18th!
- Replies: 90
- Views: 102694
Re: Possession (formerly Possession 2) - Release Date: July 18th!
@Rickton Congratulations! To see you stick with it and work consistently at it has been super inspiring!
- Sat Aug 31, 2019 7:26 am
- Forum: Support and Development
- Topic: Highly-nested table is causing weird errors...
- Replies: 11
- Views: 3947
Re: Highly-nested table is causing weird errors...
You cannot access [3][1][1][1] if [3][1][1] doesn't exist yet - I had this problem a lot when I was starting out with tables. This might mean that you are not building/nesting your tables correctly, and you end up missing some layers. You can add something like assert( [3], "missing layer 1&quo...
- Sat Aug 31, 2019 7:11 am
- Forum: General
- Topic: Joke/pun thread
- Replies: 40
- Views: 22410
Re: Joke/pun thread
Random stuff I've pulled off Twitter and added to Bugzilla: ·When StackOverflow goes down, how do they figure out what's going wrong? ·Debugging is like being the detective in a crime movie where you are also the murderer. ·I've been using Vim for about 2 years now, mostly because I can't figure out...
- Tue Nov 06, 2018 1:32 pm
- Forum: Support and Development
- Topic: What was the reasoning for changing setColor from RGB 0-255 to 0-1 interval?
- Replies: 39
- Views: 14799
Re: What was the reasoning for changing setColor from RGB 0-255 to 0-1 interval?
A suggestion which has worked for me: 97% of my game is in pure lua, it never calls the Love API. Everything goes through a 'framework'-module that handles the actual API calls to things like reading/writing data, controller input, drawing stuff, etc. So when eg. love.graphics.drawq was removed I on...
- Tue Oct 24, 2017 10:21 am
- Forum: Support and Development
- Topic: love - supporting multiple directories
- Replies: 8
- Views: 2908
Re: love - supporting multiple directories
You can specify multiple 'read files from this location'-paths by extending the package.path string with more read-locations. So if I wanted to add a path which contains a bunch of shared libraries I've written for string parsing and math, I could do something like: package.path = package.path .. &q...
- Fri Nov 11, 2016 11:09 pm
- Forum: General
- Topic: Simple lighting solution?
- Replies: 4
- Views: 4006
Re: Simple lighting solution?
I wrote a system for my tilebased rpg which does the following: First get a list of all the visible light sources in the scene. I have a max light distance somewhere, and if the light sources are further away than that from what is visible to the player, I can just ignore them. Then loop through eve...
- Sun Nov 06, 2016 9:11 am
- Forum: Support and Development
- Topic: Dynamic NPC Collisions (Tile-based map)
- Replies: 1
- Views: 1161
Re: Dynamic NPC Collisions (Tile-based map)
Check out Axis Aligned Bounding Box collisions (eg. https://www.youtube.com/watch?v=ghqD3e37R7E ) - your player and NPCs will probably be square-ish, and this is one of the simplest and cheapest collision checks you can run in terms of processing power.
- Wed Jul 27, 2016 9:02 pm
- Forum: General
- Topic: Dealing with floats
- Replies: 12
- Views: 2942
Re: Dealing with floats
You can get the coordinates of where they actually intersect without having to calculate slopes by using cross product ( https://en.wikipedia.org/wiki/Cross_product ). Throw this function two lines in the form L1 = { X1 = 0, Y1 = 0, X2 = 1, Y2 = 1 } etc. GetIntersection = function( L1, L2 ) local d ...
- Sat Jul 23, 2016 7:12 am
- Forum: Games and Creations
- Topic: Creating a game company.
- Replies: 17
- Views: 4610
Re: Creating a game company.
$5k = 4 people @ $25/hour for about a week. I can guarantee you that you will not make an MMO, with 1 coder, in a week. When you take other peoples money through a crowdfunding campaign you are making them a promise that they will get something in return. You will either not be profitable and burn o...
- Thu Jul 21, 2016 12:18 pm
- Forum: General
- Topic: Finding neighbours on an arbitrary polygon grid
- Replies: 6
- Views: 3334
Re: Finding neighbours on an arbitrary polygon grid
We had a similar issue in this forum post, where there was a bug in how the Voronoi cells would be determined for certain seeds and sizes: https://love2d.org/forums/viewtopic.php?f=5&t=81092&p=191346#p190177 If i remember correctly, the data is; points > make up lines > make up polys so line...