Search found 3449 matches

by zorg
Tue Nov 04, 2014 5:13 am
Forum: General
Topic: Sprite Lamp with LÖVE?
Replies: 2
Views: 3283

Re: Sprite Lamp with LÖVE?

The light vs shadow engine, or rather, it's successor, may be able to do this already; and it's free in both ways.
by zorg
Sun Nov 02, 2014 10:12 am
Forum: Support and Development
Topic: Loading a .lua file multiple times...
Replies: 10
Views: 7941

Re: Loading a .lua file multiple times...

i'm assuming your lua file has something like

Code: Select all

return aiTable
at the end of it, since you assign it via require to a variable.
Just change that to something like

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return setmetatable({state,variables,go,here},aiTableOfMethodsOnly)
That will make it instantiable, if i didn't mess up :3
by zorg
Wed Oct 29, 2014 4:54 pm
Forum: Support and Development
Topic: Best way to do multi layered parallaxing? (performance!)
Replies: 8
Views: 3561

Re: Best way to do multi layered parallaxing? (performance!)

You could also use 6 meshes the size of your actual screen, give those the 6 images as textures, and in the update function, modify the uv coordinates (how the images map to the mesh) so it moves in the direction you desire; i don't know how efficient this would be though, but at least you wouldn't ...
by zorg
Wed Oct 29, 2014 8:31 am
Forum: General
Topic: Server-Client Networking thing.
Replies: 3
Views: 2749

Re: Server-Client Networking thing.

http://leafo.net/lua-enet/
you can

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 require 'enet'
in your code, and use that instead of luasocket, if you choose to.

I still don't see how running your .love opened up notepad, unless i misunderstood something.
by zorg
Wed Oct 29, 2014 8:10 am
Forum: General
Topic: Server-Client Networking thing.
Replies: 3
Views: 2749

Re: Server-Client Networking thing.

My guess is that you read that the server doesn't necessarily need to be made with löve, since servers usually can work without a GUI. If you want your game to have hosting capabilities, then you need to write both client and server code into it. How to write that code depends what you chose to use;...
by zorg
Sun Oct 26, 2014 10:01 am
Forum: General
Topic: Tabs or Spaces?
Replies: 16
Views: 8130

Re: Tabs or Spaces?

Until my code is ready to be released, tabs, since i use the same editor always, so it will always look the same, and before releasing, i convert them to 4 spaces.
by zorg
Fri Oct 24, 2014 8:38 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 25679

Re: Capped frame limit for no reason *sigh*

Evine wrote:Check if this program works on your computer. It uses a "while" loop to delay the frame rate.
Yep, it kills one of my CPU cores :3
Evine wrote:The "love.timer.sleep" function is cursed I tell ya.
It's just imprecise.
by zorg
Thu Oct 23, 2014 12:19 pm
Forum: General
Topic: Distributable package size
Replies: 7
Views: 6535

Re: Distributable package size

the zip program has flags that can set the compression to be stronger; the default setting (6) was probably not what the devs used to package the distributables.

you could try

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$ zip -9 MyGame.zip MyGame.app
that should give you max compression.
by zorg
Wed Oct 22, 2014 6:53 am
Forum: Support and Development
Topic: Transparent Window
Replies: 5
Views: 3917

Re: Transparent Window

+1, although you can do one thing which is cheating a bit, and would work only for your own desktop (if it's inanimate); printscreen it, and use that as a backdrop :D (with some possible cropping/translation/etc.) Edit: But more seriously, there are a bit more things one would have to implement if t...
by zorg
Wed Oct 22, 2014 6:51 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 25679

Re: Capped frame limit for no reason *sigh*

I tried to lock FPS to 75. Should work if I can get only 100, right? Nope, it's ~67. It's a shame I don't have any restore point of windblowz and I won't reinstall system for this :crazy: IMO every game should be turn based ;) If you have a love.timer.sleep line (or if you're using the default love...