Search found 30 matches

by Trevor
Mon Apr 01, 2013 5:10 pm
Forum: General
Topic: Reduce animation choppiness
Replies: 9
Views: 6615

Re: Reduce animation choppiness

The main game is now 15MB because of the sprites and music, so here is just one sprite animating. Perhaps the delay could be better optimized, but I think it gets the idea across.
by Trevor
Mon Apr 01, 2013 4:46 pm
Forum: General
Topic: Reduce animation choppiness
Replies: 9
Views: 6615

Reduce animation choppiness

I'm making a fighting game similar to Mortal Kombat (1992) and as such I used stop-motion photography for the sprites. Unfortunately, some of the sprites don't have enough frames and look choppy while animating - changing the delay helps, but it's not enough. I know this isn't the fault of either LO...
by Trevor
Thu Mar 21, 2013 2:36 am
Forum: Support and Development
Topic: Should I wait for the next version?
Replies: 2
Views: 1720

Re: Should I wait for the next version?

Thank you slime, I'll get started. I'm looking forward to 0.9.0.
by Trevor
Thu Mar 21, 2013 2:12 am
Forum: Support and Development
Topic: Should I wait for the next version?
Replies: 2
Views: 1720

Should I wait for the next version?

Given that it has been almost a year since the last release I'm guessing that a new release is imminent and that after a year of development there will be lots of (breaking) changes. Will the next version be released soon enough (say a few weeks) that I should hold off or should I just get started? ...
by Trevor
Tue Mar 13, 2012 4:17 pm
Forum: General
Topic: Programming High?
Replies: 42
Views: 18134

Re: Programming High?

I had a friend who I used to play chess with frequently - he is also an extreme pothead (is that word still cool?). If he played sober there was a chance I would lose. However, he insisted that getting high (marijuana) improved his game. I'm not sure why he thought that since he lost every game he p...
by Trevor
Sat Apr 23, 2011 3:14 am
Forum: Support and Development
Topic: Keeping track of time
Replies: 1
Views: 1089

Re: Keeping track of time

Consider this one solved. I started tracking the amount of time spent paused then added that value to the time until the next wave to compensate.
by Trevor
Fri Apr 22, 2011 11:23 pm
Forum: Support and Development
Topic: Keeping track of time
Replies: 1
Views: 1089

Keeping track of time

I'd like each enemy wave to appear after a certain amount of time has passed. I'd also like to be able to pause the game. However, the time between each wave is based on a getTime() value calculated when the level is loaded. If the game has been paused long enough by the time I resume and call getTi...
by Trevor
Thu Apr 07, 2011 1:22 pm
Forum: Support and Development
Topic: I don't understand love.load
Replies: 5
Views: 3074

Re: I don't understand love.load

Thanks, I'll definitely be doing that today. :)
by Trevor
Thu Apr 07, 2011 12:04 am
Forum: Support and Development
Topic: I don't understand love.load
Replies: 5
Views: 3074

Re: I don't understand love.load

Okay, I thought assets had be loaded in love.load. I didn't realize - despite looking right at the code :oops: - that assets can me loaded at any point. Thank you, sometimes it just takes an explanation. This helps a lot. Each time I call love.load the screen disappears for a moment which I really d...
by Trevor
Wed Apr 06, 2011 11:34 pm
Forum: Support and Development
Topic: I don't understand love.load
Replies: 5
Views: 3074

I don't understand love.load

load.load gets "called exactly once at the beginning of the game." How are the game assets loaded afterwards? I've been looking at the code from "Dave Gone Apeshit" and it doesn't call love.load after state changes. Main ... state = menu ... function love.load() ... if state.load...