## Search found 35 matches

Thu Feb 27, 2014 7:43 pm
Forum: General
Topic: How to implement a Save game/state
Replies: 2
Views: 1426

### How to implement a Save game/state

Hey everyone, i've been thinking about how to implement savegames or savestates a lot. I'm working on an engine/library thingy which will do all the donkeywork not handled by love so I'm basically looking for an idiot-proof one-size-fits-all kinda solution (clientwise not implementation-wise), thoug...
Tue Aug 20, 2013 5:05 pm
Forum: Libraries and Tools
Topic: Vector2 Class - OOP in love2d?
Replies: 11
Views: 4366

### Re: Vector2 Class - OOP in love2d?

Just a thought on the operator overloading you're using: I wrote a similar vector2 class for love a while ago which also used operator overloading which really looks nice, when you can do: c = a+b instead of: c.x, c.y = a.x + b.x, b.x + b.y So I used it for all sorts of stuff, also for longer expres...
Tue May 28, 2013 8:40 pm
Forum: General
Topic: Why isn't there a proper (non tile based) 2d editor?
Replies: 12
Views: 3937

### Re: Why isn't there a proper (non tile based) 2d editor?

Okay I see the point there. Especially for such an editor, i see that the objects you are placing are really required to be supported by the game. Thats the problem I'm currently having with gleed2d having more functionality than i need on one side and missing some other on the other. Also I think e...
Wed May 22, 2013 3:10 pm
Forum: Support and Development
Topic: [Solved] Need help with rotation.
Replies: 8
Views: 2365

### Re: Need help with rotation.

Okay I kinda fixed it, the bigger problem seems to be to get the shortest distance to rotate the ship towards especially if it crosses a rotation of 0. Maybe I'm just stupid right now. function ship_Update(dt) ship.speed = math.ceil(math.sqrt((math.pow(ship.xVel*10,2))+(math.pow(ship.yVel*10,2)))*10...
Mon May 20, 2013 8:18 am
Forum: Support and Development
Topic: [Solved] Need help with rotation.
Replies: 8
Views: 2365

### Re: Need help with rotation.

zoboomaffoo, what you*re trying to do is quite possible. For doing thse things I'd strongly reccomend a vector library. HUMP has one and I'm using my own with operator overloading support which simplifies vector operations a lot. Using a vector library really makes your life much easier when doing t...
Sun May 19, 2013 6:57 am
Forum: General
Topic: Why isn't there a proper (non tile based) 2d editor?
Replies: 12
Views: 3937

### Re: Why isn't there a proper (non tile based) 2d editor?

Ivan, interesting point! I've never used box2d as I think there are not that many games which require acurate physics. noneththeless i can see your point. that might be the reason why many games have generic editors like braid. yet i don't think its impossible. the construct editor supports box2d ph...
Sat May 18, 2013 10:02 am
Forum: General
Topic: Why isn't there a proper (non tile based) 2d editor?
Replies: 12
Views: 3937

### Why isn't there a proper (non tile based) 2d editor?

Hey guys, I'm currently developing an 2d engine, which is not tile based, as I think using tiles is making your life unnecessary hard (good tilesets are hard to do) and also slow as LÖVE doesn't seem to be designed with tiles specifically in mind (correct me if I'm wrong, but then again use a tilesi...
Fri May 17, 2013 5:48 pm
Forum: Support and Development
Topic: [SOLVED] texture manager. Garbage collection issue
Replies: 2
Views: 789

### Re: Creating an image/texture manager. Garbage collection is

Seems to be exactly what I was looking for. I'll have a look into weak tables and post the solution here. Thanks a lot! EDIT: Adding one line of code does the trick. Thank you very much markgo. I'll mark this as solved. local textureMngr = sclass() function textureMngr:init() self.textures = {} setm...
Fri May 17, 2013 4:26 pm
Forum: Support and Development
Topic: [SOLVED] texture manager. Garbage collection issue
Replies: 2
Views: 789

### [SOLVED] texture manager. Garbage collection issue

Hello everyone. I'm working on a game engine, that loads assets from a map format (Gleed2d). Let's say there are 5 identical trees, then the engine will load 'res/tree.png' as an image for each game object. Doing this using love.graphics.newImage('res/tree.png') will take up 5x the memory, as love l...
Tue Feb 05, 2013 8:48 pm
Forum: Support and Development
Topic: Can't write screenshot to HD
Replies: 5
Views: 1057

### Re: Can't write screenshot to HD

Thanks for testing, strange it doesn't work here and neither does it on my laptop. First I thought it's because I'm using loveJIT but its the same with the vanilla version.

Which os are you on?