Search found 75 matches

by milon
Thu Oct 01, 2020 8:15 pm
Forum: Games and Creations
Topic: Hexanimals
Replies: 2
Views: 6293

Re: Hexanimals

Your artwork is pretty nice, and the UI looks like it's been polished nicely. But I don't understand the game at all. I want to give it a fair try, but I need a Help page or a tutorial or something. The bullet list above isn't enough for me to get it. (That, and I'm rather busy and little time to sp...
by milon
Tue Sep 01, 2020 5:40 pm
Forum: Games and Creations
Topic: I need feedback about the graphics of my prototype
Replies: 11
Views: 4960

Re: I need feedback about the graphics of my prototype

I also think the bottom image looks better. It's unique & cohesive. The upper one is much less clear about what exactly I'm looking at, and I had to really study it to understand the details - not a desirable quality for your graphics.
by milon
Wed Jul 29, 2020 3:28 pm
Forum: Libraries and Tools
Topic: import all symbols from a module
Replies: 3
Views: 1444

Re: import all symbols from a module

pgimeno wrote:
Thu Jul 16, 2020 7:05 pm
My solution is to have this file called ns.lua:
...
This has the additional advantage that the namespaces are local, not global.
pgimeno, that's brilliant! Thanks for sharing.
by milon
Fri Jul 17, 2020 1:24 pm
Forum: Support and Development
Topic: Slow movement in low resolution games
Replies: 3
Views: 793

Re: Slow movement in low resolution games

The floor/ceiling thing may be related to the rounding issue I encountered previously: https://love2d.org/forums/viewtopic.php?f=4&t=88933

Try not rounding at all, as ReFreezed suggested. Unless you're using love.graphics.points, in which case see the thread I linked for the solution.
by milon
Fri Jul 17, 2020 12:54 pm
Forum: General
Topic: Blurred fonts
Replies: 8
Views: 2582

Re: Blurred fonts

I've got a question for 2018, lol. Why is everyone saying use a font size that's a multiple of 16 (or 12)? And does that still hold today?
by milon
Wed Jul 15, 2020 3:41 pm
Forum: General
Topic: The Perfect Game !
Replies: 5
Views: 8126

Re: The Perfect Game !

My tips: 1. There's no such thing as "perfect" I've witnessed too many (hobby) devs spending too much time worrying about making something exactly right, and as a result they're constantly reworking/discarding/abandoning things. Abandon the idea of "perfect" and aim for "good enough" - you can alway...
by milon
Wed Jul 15, 2020 2:56 pm
Forum: Games and Creations
Topic: Don't learn to code - WesternPunk
Replies: 4
Views: 3695

Re: Don't learn to code - WesternPunk

That video really made me laugh! :ultrahappy:

Good luck!
by milon
Mon Jun 15, 2020 6:20 pm
Forum: General
Topic: Career as Game Developer
Replies: 2
Views: 3108

Re: Career as Game Developer

You'll probably get more useful feedback from indie devs than from a framework forum. But maybe I'm wrong. :) I'm just a hobbyist, so I have no helpful info myself. But I can make a few recommendations: Tynan Sylvester, author of RimWorld , has a blog and even wrote a book about game development. Fu...
by milon
Mon Jun 15, 2020 6:08 pm
Forum: General
Topic: Relicensing LOVE
Replies: 6
Views: 7989

Re: Relicensing LOVE

^ Only 95% or 99% solved. What about the rest of the code? :P You can't just modify a license agreement because you want to. It's up to the authors of the code to set the license(s), and no one else can change that. That's kind of the point of a license. You can, of course, use the Love engine for f...
by milon
Mon Jun 15, 2020 6:03 pm
Forum: General
Topic: AI on Love 0.10.2
Replies: 3
Views: 5436

Re: AI on Love 0.10.2

pgimeno wrote:
Sun Jun 07, 2020 9:20 pm
Maybe vary the speed at which the AI can move?
That's how I did it for a school project a *long* time ago. I set a speed for the AI paddle based on the difficulty. The harder the AI, the faster its paddle moved, and the harder it was to score against it.