Search found 3096 matches

by kikito
Wed Apr 03, 2019 11:09 am
Forum: General
Topic: Bump - collision
Replies: 3
Views: 453

Re: Bump - collision

Hi, Bump author here. My understanding is that most of those games (Terraria, Minecraft, etc) partition the world into chumks and dynamically load them to/from disk as the player approaches/moves away. Bump handles collisions, but the dynamic load/unload of chunks would have to be handled by some ot...
by kikito
Thu Mar 07, 2019 2:11 am
Forum: Libraries and Tools
Topic: [Library] anim8 - An animation library - v2.3.0 released
Replies: 84
Views: 44256

Re: [Library] anim8 - An animation library - v2.3.0 released

I was AKF for while there, apologies. Very good points on this thread. My understanding of how programmers and artists interact with regards to animation is limited. The scenario where there is an artist tweaking animations and a programmer doing the code didn't even cross my mind to be honest. The ...
by kikito
Fri Feb 22, 2019 10:27 am
Forum: Libraries and Tools
Topic: [Library] anim8 - An animation library - v2.3.0 released
Replies: 84
Views: 44256

Re: [Library] anim8 - An animation library - v2.3.0 released

Why not integrate something like obj_anim:onFrame(2, function_callback) Sorry to sound like a broken record: If I'm understanding you correctly, that would push people into coupling game logic with animation logic. That goes against the design I envisioned for this library and I will not make such ...
by kikito
Fri Feb 22, 2019 9:55 am
Forum: Libraries and Tools
Topic: [Library] anim8 - An animation library - v2.3.0 released
Replies: 84
Views: 44256

Re: [Library] anim8 - An animation library - v2.3.0 released

frame_duration * (nth_frame_wanted - 1) ? Yes, but don't take it as a law. That code works for the given example: an animation where all frames have the same duration. Other animations can have different duration on different frames, so the equation could be different. Furthermore, they can be set ...
by kikito
Thu Feb 21, 2019 3:37 pm
Forum: Libraries and Tools
Topic: [Library] anim8 - An animation library - v2.3.0 released
Replies: 84
Views: 44256

Re: [Library] anim8 - An animation library - v2.3.0 released

How does one get the frame duration of a specific frame in animation? Those values are not meant to be read by the outside world, because game logic should not depend on animation frames. That info is "set" only - by design. If you need the frame duration for future use, I recommend you store it on...
by kikito
Fri Feb 01, 2019 1:45 pm
Forum: Support and Development
Topic: Designing market systems
Replies: 2
Views: 1146

Re: Designing market systems

Checkout Moonlighter. It has a reasonably varied shop simulator. Best part is when you have to figure out if this new thing that you found is actually something worth value or just some dud. It was a bit too grindy for my taste in the end.
by kikito
Fri Feb 01, 2019 1:42 pm
Forum: General
Topic: LÖVErs at FOSDEM ? [2019]
Replies: 10
Views: 3171

Re: LÖVErs at FOSDEM ? [2018]

I will not attend this year neither. There isn't a Lua developer room this year, but that does not mean we can't meet. That is not entirely true. There is a "minimalistic languages" room this year, and Lua is there, sharing it with others (Lisp, I think?). Anyway, if you go, please say hello to Hish...
by kikito
Tue Jan 22, 2019 12:28 pm
Forum: Libraries and Tools
Topic: [Library] anim8 - An animation library - v2.3.0 released
Replies: 84
Views: 44256

Re: [Library] anim8 - An animation library - v2.3.0 released

The "current frame" is not documented on purpose, because you should not tie your game logic to your animations. If you must know, it is `anim.position`. Let me explain why you should not use it. As an example, let's say that your 4-frame animation is a "shooting a gun" animation, with frame duratio...
by kikito
Mon Dec 24, 2018 1:02 am
Forum: Libraries and Tools
Topic: [library] bump.lua v3.1.4 - Collision Detection
Replies: 227
Views: 55752

Re: [library] bump.lua v3.1.4 - Collision Detection

I honestly lack the time to investigate this in depth. My recommendation would be to avoid this kind of tests on tile borders (or not do it and expect it to always work). Borders and corners are ... temperamental, especially when coupled with floating point numbers. If you find a way to make it work...
by kikito
Mon May 28, 2018 9:25 am
Forum: General
Topic: Today's downtime
Replies: 8
Views: 1821

Re: Today's downtime

Thanks a lot for fixing this, thelinx. Maintaining a website up is a task that often is taken for granted.