Search found 1005 matches

by Positive07
Sat Feb 25, 2017 8:44 am
Forum: Support and Development
Topic: Peer-to-Peer Networking Question
Replies: 10
Views: 2661

Re: Peer-to-Peer Networking Question

If someone gets this right that person should MUST make a library out of it!!
by Positive07
Fri Feb 24, 2017 10:58 pm
Forum: Support and Development
Topic: [Android] 'Home' button causes LOVE to cry
Replies: 4
Views: 1405

Re: [Android] 'Home' button causes LOVE to cry

I'm pretty new to Android+Love, but I'm having a problem that might be related to yours. When I launch my game and do some stuff, then press the home button, then tap the game's icon from my home screen, the game reloads from scratch and I lose whatever unsaved progress I made in the game. I.e. lov...
by Positive07
Fri Feb 24, 2017 10:50 pm
Forum: Support and Development
Topic: Optimize image loading / displaying
Replies: 7
Views: 1708

Re: Optimize image loading / displaying

If you are using a texture atlas then you should be using an SpriteBatch!
by Positive07
Fri Feb 24, 2017 5:23 pm
Forum: Support and Development
Topic: BoundingBox.lua:7: ')' expected near '.'
Replies: 2
Views: 907

Re: BoundingBox.lua:7: ')' expected near '.'

You have player.x player.y player.w... those are not valid arguments You either do: function CheckCollision(x, y, w, h, bx, by, bw, bh) local player = {x = x, y = y, w = w, h = h} local box = {x = bx, y = by, w = bw, h = bh} -- Your code end or: function CheckCollision(player, box) -- Your code end
by Positive07
Fri Feb 24, 2017 1:06 am
Forum: Support and Development
Topic: How to make things 'move' across screen?
Replies: 4
Views: 2284

Re: How to make things 'move' across screen?

You check if it's on the screen, using the x, y coordinates and it'w width and height. If the x is bigger than the screen width or the y is bigger than the screen height then it's outside, same if the x coordinate is less than minus the object width or the y coordinate is less than minus the object ...
by Positive07
Thu Feb 23, 2017 5:23 pm
Forum: General
Topic: [HELP] Proper scaling methods..
Replies: 2
Views: 926

Re: [HELP] Proper scaling methods..

I suggest you take a look at push . Also if you want to make your own camera, draw your game to the size you want in a canvas, then Canvas:setFilter to nearest and draw that to the screen scaled up. Then you should most likely scale your mouse coordinates down to the world coordinates (by dividing b...
by Positive07
Thu Feb 23, 2017 5:19 pm
Forum: Support and Development
Topic: table & for loop
Replies: 5
Views: 1366

Re: table & for loop

Code: Select all

function createGraph() 
  local graph = {}
  for i=1, 60 do
    graph[i] = {id= i, x=40*i, y=65}
  end
  return graph -- Only return the graph once the for loop has finished
end

local graph = createGraph()

Make graph local otherwise you would be overriding a global variable
by Positive07
Thu Feb 23, 2017 5:14 pm
Forum: General
Topic: How would I go about learning to make "UI heavy/based games?"
Replies: 5
Views: 1346

Re: How would I go about learning to make "UI heavy/based games?"

Yeah also you should start with the basics, you need to render UI elements, learn how to do that, draw images to screen and text and so on. You need a way to layout the UI, to make lists, frames and whatnot, figure that out, how are you gonna create your objects and so on Then you need to be able to...
by Positive07
Thu Feb 23, 2017 5:07 pm
Forum: General
Topic: Understanding love.run — Is there a annotated version?
Replies: 7
Views: 3026

Re: Understanding love.run — Is there a annotated version?

Interesting love.run zorg! I would really like to implement a threaded-static-frame-rate one I had the idea once and should be easy to work with but is a pain to implement and getting it right hahaha About the nil you put in the arg table [0] index, I sometimes get love.exe there, others I get nil (...
by Positive07
Thu Feb 23, 2017 6:33 am
Forum: Support and Development
Topic: Mouse Y is off after Translation
Replies: 2
Views: 607

Re: Mouse Y is off after Translation

You subtract the offset first. Graphics translations are not related to mouse coordinates. You basically do the opposite operations so if you added an offset you subtract it, if you scaled up then you scale down local mx = (love.mouse.getX() - tx) / sx local my = (love.mouse.getY() - ty) / sy love.d...