Search found 449 matches

by rmcode
Fri Aug 03, 2018 8:39 pm
Forum: Games and Creations
Topic: On The Roadside (Turnbased Strategy inspired by XCOM)
Replies: 66
Views: 14100

Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Pebsie wrote:
Wed Aug 01, 2018 10:14 am
Keep going! This is shaping up to be really really good.
Thanks! :awesome:
by rmcode
Fri Jul 27, 2018 7:30 pm
Forum: Games and Creations
Topic: On The Roadside (Turnbased Strategy inspired by XCOM)
Replies: 66
Views: 14100

Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Version 0.15.0.1521 - 2018-07-27 (updated to LÖVE 11.0) ## Additions - Added functionality for saving log files to a folder in the safe directory when the game crashes. ## Fixes - Fixed sprites not showing for connectable world objects in the map editor. - Fixed camera panning not working on the ma...
by rmcode
Fri Jan 26, 2018 4:36 pm
Forum: Games and Creations
Topic: On The Roadside (Turnbased Strategy inspired by XCOM)
Replies: 66
Views: 14100

Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Version 0.14.0.1489 - 2018-01-26 ## Additions - Added a new user interface overlay which contains detailed information about the currently selected creature and the tile the mouse cursor is hovering over. - Added message log which displays information about what is going on in the game. It only sho...
by rmcode
Wed Jan 24, 2018 1:30 am
Forum: Libraries and Tools
Topic: Love-Atom (Smart autocompletion for Atom)
Replies: 30
Views: 7294

Re: Love-Atom (Smart autocompletion for Atom)

FrenchMasterSword wrote:
Sat Jan 20, 2018 4:47 pm
Thanks a lot, it's really awesome !
No need for an unexistant full HTML löve documentation now to check something without connexion ^^
OH WAIT
Hehe, feel free to open a pull request if you figure out a nice way to add offline docs in Atom ;)
by rmcode
Thu Dec 28, 2017 4:03 am
Forum: Games and Creations
Topic: On The Roadside (Turnbased Strategy inspired by XCOM)
Replies: 66
Views: 14100

Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Version 0.13.0.1401 - 2017-12-24 ## Additions - Added connected sprites for walls and fences. - Added custom item sprites and colors. - Added versioning for the settings file. If the game detects an outdated file, it will replace it with the updated one. - Added new section to the options screen wh...
by rmcode
Fri Nov 24, 2017 6:44 pm
Forum: Games and Creations
Topic: On The Roadside (Turnbased Strategy inspired by XCOM)
Replies: 66
Views: 14100

Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Version 0.12.0.1207 - 2017-11-24 ## Additions - Added input dialog which allows custom savegame names - Added ingame map editor which allows to create layouts and prefabs which are used by the procedural map generator (can be activated in the options menu) - Added new map layouts - Added new prefab...
by rmcode
Sat Nov 18, 2017 5:42 pm
Forum: Libraries and Tools
Topic: Love-Atom (Smart autocompletion for Atom)
Replies: 30
Views: 7294

Re: Love-Atom (Smart autocompletion for Atom)

Published version 3.1.5 which fixes a bug where type methods would be created without their first argument.
by rmcode
Thu Nov 09, 2017 10:54 am
Forum: Support and Development
Topic: Handling complex keyboard input
Replies: 13
Views: 1604

Re: Handling complex keyboard input

I did, and in fact the correct answer was in my very first reply: I don't see how that was an answer to my OP, because I said myself that I could use love.textinput to get the complex characters. I wanted to know how I can use them to handle user input / controls. Anyway I got my answers from the o...
by rmcode
Thu Nov 09, 2017 9:05 am
Forum: Support and Development
Topic: Handling complex keyboard input
Replies: 13
Views: 1604

Re: Handling complex keyboard input

Keys and characters are entirely different things. You keep conflating them. What you request is physically impossible, because you can't scan keys that do not exist. You need to decide if you want to check for keys or want to check for character input. There is no easy way to convert one into the ...
by rmcode
Thu Nov 09, 2017 1:48 am
Forum: Support and Development
Topic: Handling complex keyboard input
Replies: 13
Views: 1604

Re: Handling complex keyboard input

You should also present key codes (e.g. getKeyFromScancode) to the user rather than scancodes, generally. Scancodes are best used for internal logic. Yeah, that's what I am doing at the moment with the keys that have scancodes. If you want to assign actions/inputs to combinations of keys, you shoul...