Search found 124 matches
- Thu Jul 19, 2018 6:39 am
- Forum: Support and Development
- Topic: [SOLVED] Different approaches for saving settings and game progress
- Replies: 8
- Views: 6029
Re: Different approaches for saving settings and game progress
One reason would be safety. Lua code would need to be sandboxed, or people sharing modified saves could potentially run untrusted code through them. Right, that's one of the few cases. Controlling the environment (using setfenv) while loading a game might help in situations where additional safety ...
- Wed Jul 18, 2018 1:22 pm
- Forum: Support and Development
- Topic: [SOLVED] Different approaches for saving settings and game progress
- Replies: 8
- Views: 6029
Re: Different approaches for saving settings and game progress
Use Lua ... there's hardly any sane reason not to do so for this kind of data.
- Thu Jul 12, 2018 6:02 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1508583
Re: What's everyone working on? (tigsource inspired)
Working on a city builder ... and having a shitload load of fun doing so ...
- Tue Jul 10, 2018 7:07 am
- Forum: General
- Topic: How can I store cool levels and sweet resources cozily
- Replies: 6
- Views: 5615
Re: How can I store cool levels and sweet resources cozily
For tilebased levels, have a look at www.mapeditor.org - and IMO the best format is Lua itself, data description is actually the origin of the language.
- Sun Jul 08, 2018 3:51 pm
- Forum: Libraries and Tools
- Topic: [11.3] AdMob support for Android + EU Consent
- Replies: 106
- Views: 277420
Re: [0.10.2] AdMob support for Android!
Since I would've liked to read this when I started out using ads, I will share some of my experience. I currently have an endless runner installed on 3000 devices, from which I play an intertitial ad every 5 deaths, generating from 0.10 to 2.00 USD a day, sometimes it peaks at 4 USD on one day. I'v...
- Fri Jun 29, 2018 8:09 am
- Forum: Support and Development
- Topic: Coloring sprites with a per-vertex attribute in a spritebatch
- Replies: 2
- Views: 1986
Re: Coloring sprites with a per-vertex attribute in a spritebatch
It's a per vertex attribute, so yes, you can use different values for quads in the same batch.
- Mon Jun 18, 2018 2:25 pm
- Forum: Support and Development
- Topic: [solved]issues with an isometric map
- Replies: 4
- Views: 3052
Re: issues with an isometric map
Ah yeah, I just guessed the solution as that was the obvious problem with regards to the height. Here's a kind of "fixed" version that does remotely what you aim for (only quick fixed in terms of, a hacky version to show off how it's basically down, it's not a version to keep building upon...
- Mon Jun 18, 2018 11:00 am
- Forum: General
- Topic: ECS programming pattern question
- Replies: 1
- Views: 2102
Re: ECS programming pattern question
If you solved your problem with one line of code and you're questioning your solution with 5 lines of text in a forum message I'd say, you've already done a decent job before posting. Seems like you found a solution, it's as pragmatic as possible (which is IMO really good) and there's actually no re...
- Mon Jun 18, 2018 5:22 am
- Forum: Support and Development
- Topic: [solved]issues with an isometric map
- Replies: 4
- Views: 3052
Re: issues with an isometric map
You just have a typo (I guess) as, in Map:draw you use the height instead of height_size to calculate the yoffset and color gradient of your tiles.
- Tue Jun 12, 2018 6:00 am
- Forum: Support and Development
- Topic: Using love.graphics.newImage() with png files in an external directory
- Replies: 7
- Views: 6025
Re: Using love.graphics.newImage() with png files in an external directory
I use a helper function like this in such situations local function loadImageFromPath( filePath ) local f = io.open( filePath, "rb" ) if f then local data = f:read( "*all" ) f:close() if data then data = love.filesystem.newFileData( data, "tempname" ) data = love.image....