Search found 3548 matches
- Thu Nov 30, 2023 5:45 pm
- Forum: General
- Topic: Collision not being registered
- Replies: 10
- Views: 27880
Re: Collision not being registered
Without having looked much, this looks like the typical case of deleting elements from a table that is being iterated. At least the first loop looks like that. When you're removing an element from a table, all elements after it are renumbered. If you're deleting element 4 in a table of 6 elements, t...
- Sat Nov 25, 2023 5:20 pm
- Forum: General
- Topic: What makes a good level?
- Replies: 6
- Views: 32986
Re: What makes a good level?
Or you can add some new mechanics to it - like mari0 by Stabyourself.
- Thu Nov 23, 2023 9:56 am
- Forum: Support and Development
- Topic: [SOLVED] Top Down Character Animation in 4 Different Directions
- Replies: 6
- Views: 10290
Re: Character Animation in different directions
You're mixing FrameEnabled (without 's') and FramesEnabled (with 's'). But the cause of the error is that you initialize FrameEnabled like this: FrameEnabled = {FramesWalkingUp[FrameIndex], FramesWalkingDown[FrameIndex], FramesWalkingRight[FrameIndex], FramesWalkingLeft[FrameIndex]} That's indeed a ...
- Sun Nov 19, 2023 9:59 pm
- Forum: Support and Development
- Topic: Error Handling: outofmem issue
- Replies: 6
- Views: 4876
Re: Error Handling: outofmem issue
That's right. See if that solves anything.
- Sun Nov 19, 2023 8:28 pm
- Forum: Support and Development
- Topic: Error Handling: outofmem issue
- Replies: 6
- Views: 4876
Re: Error Handling: outofmem issue
Oh you didn't mention that before did you?
Maybe the issue is that you're not releasing the previous image (Object:release) and there are too many in RAM or VRAM waiting to be garbage-collected?
Maybe the issue is that you're not releasing the previous image (Object:release) and there are too many in RAM or VRAM waiting to be garbage-collected?
- Sun Nov 19, 2023 3:36 pm
- Forum: Games and Creations
- Topic: Gravity Circuit
- Replies: 14
- Views: 11941
Re: Gravity Circuit
Thanks for the heads up, I don't actively use macOS, so I didn't quite realize that issue with the threads (truth be told, the threading is some ancient legacy code that could use an overhaul). I was turning JIT off on MacOS on the main thread, due to some potential luajit issues . Will look at add...
- Sun Nov 19, 2023 7:31 am
- Forum: Support and Development
- Topic: Error Handling: outofmem issue
- Replies: 6
- Views: 4876
Re: Error Handling: outofmem issue
My first suspicion would be the saved JPEG file, Have you checked if the JPEG loads fine in isolation?
- Fri Nov 17, 2023 6:42 pm
- Forum: Games and Creations
- Topic: Gravity Circuit
- Replies: 14
- Views: 11941
Re: Gravity Circuit
I am definitely not a fan of the genre, but it looked impressive to me either way. So much so that I mentioned it to a friend, and he bought it to run it on his Mac. He showed it to me; one problem was that the resource loading was very slow, so I took a look at the code. I found out that you're usi...
- Fri Nov 17, 2023 6:29 pm
- Forum: Support and Development
- Topic: What's point of timeout?
- Replies: 1
- Views: 2341
Re: What's point of timeout?
I haven't looked into lua-enet, but if that timeout is what I think it is (i.e. internally passed to a select() call) then it's intended for pausing the thread until either something is received, or the timeout expires, whichever comes first. It's useful in the case of a multithreaded application wi...
- Wed Nov 15, 2023 7:25 am
- Forum: General
- Topic: Windfield and Tiled. Dynamically change tiles
- Replies: 3
- Views: 3311