Search found 256 matches

by Lap
Wed Mar 28, 2012 2:08 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1483222

Re: What's everyone working on? (tigsource inspired)

Bmelts arc function is sexy stuff. Used it to represent varying faction strengths on a planet.
DfQrL.png
DfQrL.png (70.05 KiB) Viewed 359 times
by Lap
Wed Mar 28, 2012 2:04 pm
Forum: Libraries and Tools
Topic: Goo: Gui and Animation library.
Replies: 63
Views: 58557

Re: Goo: Gui and Animation library.

legendman3 wrote:This is awesomly relevant to my needs. But for the life of me i can not add a new object with out getting a file not found error.
More descriptive please.
by Lap
Wed Mar 14, 2012 3:45 pm
Forum: Support and Development
Topic: Pixel under cursor
Replies: 6
Views: 3831

Re: Pixel under cursor

Exactly the clarification I was looking fro vlrd. Thanks.
by Lap
Wed Mar 14, 2012 2:59 pm
Forum: Support and Development
Topic: Pixel under cursor
Replies: 6
Views: 3831

Pixel under cursor

Trying to track all the individual images and which one is on top can be a bit of a pain. We have a way to get the pixel from an ImageData, but not from absolute coordinates of the full display.

Any thoughts on an engine level function love.graphics.getPixel(x,y)? Is this even technically possible?
by Lap
Sun Feb 26, 2012 9:15 am
Forum: General
Topic: LuaDoc for LOVE
Replies: 3
Views: 1728

Re: LuaDoc for LOVE

Big problem with LuaDoc and most all the derivatives is that it has a locked in path. For example, if I have my code installed in Love/Project/Code, luaDoc will list this full path in the output files instead of the more relative and logical path. It's really annoying to have to move everything to r...
by Lap
Wed Jan 18, 2012 4:23 pm
Forum: Libraries and Tools
Topic: LoveAStar: A* Search in Lua/Love
Replies: 66
Views: 33897

Re: LoveAStar: A* Search in Lua/Love

I'm always looking for different, improved pathfinding implementations. I'm currently using the following for basic A*Star. ---AStar pathfinding implentation --@author DecoDaMan local ipairs = ipairs local pairs = pairs local table = table local math = math local print = print local unpack = unpack ...
by Lap
Wed Jan 04, 2012 7:19 am
Forum: Games and Creations
Topic: Space Opera Gravity
Replies: 50
Views: 38272

Re: Space Opera Gravity

Basically what I am saying in number 6 is to abandon support for older laptops by using render to texture, but if all you're going to use it for is ship decals you can easily have a menu option that changes between methods. Side note: I kept looking at your screenshots and thinking "Those movin...
by Lap
Wed Jan 04, 2012 4:08 am
Forum: Games and Creations
Topic: Space Opera Gravity
Replies: 50
Views: 38272

Re: Space Opera Gravity

1. Have you ever played Escape Velocity:Nova? If not I highly suggest trying it. 2. I would also recommend focusing on one aspect of the game initially. "Finish" the combat or the strategic aspect. When finished, they should still be somewhat fun on their own. If they aren't and you are ho...
by Lap
Wed Nov 16, 2011 9:47 pm
Forum: Libraries and Tools
Topic: Debug - A whole new way of debugging your game
Replies: 106
Views: 91688

Re: Debug - A whole new way of debugging your game

Signature added days later, so no, we couldn't initially tell. It's never too late to delete spam posts and accounts.
by Lap
Tue Nov 15, 2011 11:42 pm
Forum: Libraries and Tools
Topic: Voronoi polygons (map generation)
Replies: 9
Views: 6226

Re: Voronoi polygons (map generation)

I like the idea a lot but... why did it have to use canvas and framebuffers? Was it required for me to do? No. Was it the laziest and most efficient way from a coding and computational standpoint: Yes it was. Since almost all the hard stuff isn't the actual drawing you can easily mod it to not use ...