Search found 1495 matches

by pgimeno
Wed Feb 13, 2019 11:35 pm
Forum: General
Topic: May love2d planned move to github?
Replies: 20
Views: 2893

Re: May love2d planned move to github?

Spinning "[Microsoft-owned] GitHub started offering unlimited free private repositories" as an "evil" or "malicious" act is incoherent and should be unconvincing to anyone who doesn't operate with the presupposition that everything Michaelsoft does is necessarily of nefarious intent. I believe in g...
by pgimeno
Wed Feb 13, 2019 12:09 pm
Forum: Games and Creations
Topic: Tower Climb
Replies: 11
Views: 409

Re: Tower Climb

It seems that there's a miscalculation of gravity. Changing this in Objects/PlatformerPlayer.lua: function player.gravity(grv, dt) player.yv = player.yv + grv end to this: function player.gravity(grv, dt) player.yv = player.yv + grv*dt end and adjusting gravity to this value: player.gravity(835, dt)...
by pgimeno
Tue Feb 12, 2019 11:26 am
Forum: General
Topic: Is the proper name löve or love2d?
Replies: 2
Views: 147

Re: Is the proper name löve or love2d?

I mostly use LÖVE here, but that name is not google-friendly, so I use love2d everywhere else to ensure anyone looking specifically for the engine can find it. Here it's not necessary because it's already in the domain name.
by pgimeno
Tue Feb 12, 2019 12:44 am
Forum: Libraries and Tools
Topic: groverburger's Super Simple 3D Engine
Replies: 7
Views: 460

Re: groverburger's Super Simple 3D Engine

It's not really hard, a quick way is to just include a LICENSE.md or .txt in the repository with the copyright and the license text, and mention in every file that the license can be found there. In the CPML directory you already include one: https://github.com/groverburger/lovecraft/blob/master/cpm...
by pgimeno
Mon Feb 11, 2019 6:54 pm
Forum: Libraries and Tools
Topic: groverburger's Super Simple 3D Engine
Replies: 7
Views: 460

Re: groverburger's Super Simple 3D Engine

Wow and wow. That's a very impressive work. Map generator including strata and trees, collision handling, very decent lighting with light propagation. Great job. The FOV is a bit wide, which can cause a bit of dizziness. But that's an easy adjustment :) The name was already used for a 2D game (also ...
by pgimeno
Sun Feb 10, 2019 6:16 pm
Forum: Support and Development
Topic: [Solved]Need a little bump help
Replies: 2
Views: 214

Re: Need a little bump help

Not sure what you expected to happen, but you don't do anything with the return values of world:move(), which are crucial in bump. To start with, modify your world:move line as follows: bullet.x, bullet.y, collisions = world:move(bullet, bullet.x, bullet.y) Now, your bullet spawns right at the playe...
by pgimeno
Sun Feb 10, 2019 1:09 am
Forum: Support and Development
Topic: Shaders: having trouble porting existing shaders
Replies: 1
Views: 137

Re: Shaders: having trouble porting existing shaders

What you're asking isn't trivial. In LÖVE you don't define the complete shader code directly. Shader code needs a main(), but in LÖVE you never write a main(), because the engine takes care of that part. You define a position() or effect() function instead. Pure GLSL shaders typically return the res...
by pgimeno
Fri Feb 08, 2019 12:42 am
Forum: Support and Development
Topic: [SOLVED] Avoiding callback hell
Replies: 6
Views: 499

Re: [SOLVED] Avoiding callback hell

Here's a PoC of the scheduler I mentioned. The code is very sketchy, but it hopefully illustrates the idea. It launches 7 tasks: 5 random walkers, a keyboard-controlled sprite and a RPG-style text display. Use WASD (or ZQSD on French keyboards) to move the red rectangle. Use Space to accelerate text...
by pgimeno
Wed Feb 06, 2019 9:35 pm
Forum: General
Topic: Methods for accurately detecting collisions in a platformer?
Replies: 4
Views: 332

Re: Methods for accurately detecting collisions in a platformer?

I'm surprised no one has mentioned Kikito's bump.lua yet.
by pgimeno
Wed Feb 06, 2019 6:34 pm
Forum: General
Topic: Lua I/O work on linux? [YES]
Replies: 2
Views: 187

Re: Lua I/O work on linux?

io.open works, yes.

The directory separator is / though. Note that / also works on Windows so you can make it work on both by using /.

io.execute works too, but the typically available commands are not anything like on Windows. I'd just stay away from it.