Search found 128 matches

by Rickton
Sun Jan 24, 2016 3:08 pm
Forum: Support and Development
Topic: Compatibility Version System?
Replies: 5
Views: 1076

Re: Compatibility Version System?

I started a project in 0.8, then ported it to 0.9, and now again to 0.10. It's not really that bad of a process (I think 0.8 to 0.9 was worse, but 0.9 to 0.10 was a breeze). The only really annoying part is if libraries you're using break, but even a lot of the libraries posted here are pure lua, so...
by Rickton
Thu Nov 12, 2015 12:57 am
Forum: Support and Development
Topic: Dont even know what to google
Replies: 6
Views: 1234

Re: Dont even know what to google

If you know it's always going to be 8x8, you can keep it pretty simple:

Code: Select all

level.complete = true
for i = 1,8,1 do
 if not level.rComplete[i] or not level.cComplete[i] then
  level.complete = false
  break
 end
end
by Rickton
Fri Oct 16, 2015 4:50 pm
Forum: Games and Creations
Topic: Spellrazor (Free strategy-sh'mup-hacking) 0.9.10 is out
Replies: 74
Views: 22519

Re: Spellrazor [Demo] - Rogue meets Defender/Berzerk

The Mac link is still wrong, it's now linking to a demo of a game called Bemuse.
by Rickton
Tue Oct 13, 2015 4:57 pm
Forum: Games and Creations
Topic: Possession (formerly Possession 2) - Release Date: July 18th!
Replies: 90
Views: 98276

Re: Possession 2 - Playable! And on Greenlight!

Crossposted from weirdfellows.com Putting Possession 2 up on Greenlight was a bit nerve-wracking. It's the first time that the game was going to be exposed to the general public. Luckily, comments seem to be mostly positive (at least the ones I could understand), and the negatives have mainly focus...
by Rickton
Mon Oct 12, 2015 5:55 pm
Forum: Support and Development
Topic: lighting without shaders or canvas
Replies: 4
Views: 893

Re: lighting without shaders or canvas

Other options are available depending on the game, too. If it's tile-based, you can just draw the tiles outside the light darker (or not at all, if you want complete darkness).
by Rickton
Mon Sep 28, 2015 2:43 pm
Forum: Support and Development
Topic: When do you need a StateManager?
Replies: 8
Views: 1594

Re: When do you need a StateManager?

Another advantage is that most state managers let you draw multiple states at the same time (eg drawing a pause menu while still displaying the game screen).
by Rickton
Mon Sep 21, 2015 3:23 pm
Forum: Support and Development
Topic: Need help with random map/city generator
Replies: 42
Views: 7119

Re: Need help with random map/city generator

I think there's really two issues here that you're concerned with. The first is the unused space, and I don't think that's really something to worry about, as long as the levels feel big enough. The player isn't going to know there's a huge unused section of the map, as long as the used section of t...
by Rickton
Mon Sep 21, 2015 2:55 pm
Forum: Support and Development
Topic: Need help optimizing roguelike update loop.
Replies: 2
Views: 667

Re: Need help optimizing roguelike update loop.

So I checked how long it was taking to actually run each creature's turn, and it's really not that slow. (An easy way to check how fast things run is to get os.clock() before you run a section of code, then at the end print(os.clock - oldclock) ) I think what's slowing it down is the fact that it on...
by Rickton
Sat Sep 19, 2015 3:44 pm
Forum: Support and Development
Topic: Passing parameters in game distributions
Replies: 2
Views: 730

Re: Passing parameters in game distributions

For OS X (and probably Linux too), you'd probably have to make the app actually run a shell script that calls LÖVE with the parameters.
I think for Windows you can do that with a batch (.bat) file. (Not sure, someone correct me if I'm wrong).
by Rickton
Wed Sep 09, 2015 2:52 pm
Forum: General
Topic: Color blindness (simulating and daltonizing)
Replies: 3
Views: 1287

Re: Color blindness (simulating and daltonizing)

This is great! I've seen tools that lets you colorblind-test a static image, but not as the game plays. Thanks for sharing!