Search found 317 matches
- Thu Nov 08, 2018 6:55 pm
- Forum: Support and Development
- Topic: Override a current button?
- Replies: 5
- Views: 1911
Re: Override a current button?
Its due to the elseif from what i see. If you have all keys in their own if...then blocks then they will not exclude. assume w is down assume a is down --psuedocode if w is down --do stuff W elseif a is down --do stuff a end here if w is true, then we never evaluate a etc. but if we do --psuedocode ...
- Thu Nov 08, 2018 9:40 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1726
- Views: 756628
Re: What's everyone working on? (tigsource inspired)
Working on a city builder ... and having a shitload load of fun doing so ... promogif-farm.gif I would play this so much. also, The granary is allways full :halloween: and the peasants are revolting :brows: Working on a Sci-fi game that is supermassive and open to players - inspired by Firefly the ...
- Tue Nov 06, 2018 4:55 am
- Forum: Libraries and Tools
- Topic: sync.lua -- high-level api to make writing multiplayer games easier
- Replies: 11
- Views: 10391
Re: sync.lua -- high-level client-server entity replication api for multiplayer games
This could be exactly what i need as i was about to move from love2d to unity because i was having too many issues with syncing physics over network. Questions though : 1. How often does position/velocity data for bodies send? if its constant would that not be excessive with MANY bodies? 1.1 Is ther...
- Mon Oct 22, 2018 1:41 pm
- Forum: Support and Development
- Topic: Advice on Networking Physics State between Client/Server
- Replies: 3
- Views: 1227
Advice on Networking Physics State between Client/Server
Hi all, i frequent here alot, I have posted a few times some bold ideas (that have fallen away) I am attempting a new approach to game dev - one that is slow and tedious instead of fast and buggy. Currently i Used the Hardon Collider library to do phsysics, but have run into issues with it and since...
- Sun Sep 23, 2018 12:15 pm
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 138266
Re: ImGui LÖVE module
- Had the same problem, did the same thing with setting a custom drag payload and checking whether the target area is hovered, it works but doesn't feel as good as using native ImGui's DragDrop* methods. My grievances with custom payload handling is there is no clean method of saying 'what i just d...
- Fri Sep 21, 2018 1:35 pm
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 138266
Re: ImGui LÖVE module
Having issues using DragDrop*** methods. Consider the following code after a usual imgui.Begin() : local active = imgui.Selectable("Test DropableItem"); if (imgui.BeginDragDropSource()) then imgui.Text("dropping this") -- imgui.SetDragDropPayload("Item", {item_id = "MyItem#ABCDEF-ABCDEF"}) imgui.End...
- Tue Jun 06, 2017 9:31 pm
- Forum: Games and Creations
- Topic: Cactus game.
- Replies: 37
- Views: 18845
Re: Cactus game.
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- Thu May 11, 2017 1:06 am
- Forum: Libraries and Tools
- Topic: RingRosey|v1.2| two-radius ring segment helper
- Replies: 4
- Views: 2756
Re: RingRosey|v1.2| two-radius ring segment helper
Nice, but very specific using, and vector graphic not so fast they possible :< Also, you can use standart graphic transform: love.grapgics.push() love.graphics.scale(2, 0.5) love.graphics.rotate(3.14) love.graphics.arc(...) love.graphics.pop() It is specific but that is due to it being made for a p...
- Fri May 05, 2017 9:18 am
- Forum: Libraries and Tools
- Topic: RingRosey|v1.2| two-radius ring segment helper
- Replies: 4
- Views: 2756
Re: RingRosey|v1.2| two-radius ring segment helper
Updated v1.2 : Updated with a major fix, Perhaps i was too tired when writing it but noticed that arc segments were not using correct end radius (they would use main outer radius allways, resulting in segments overlapping and incorrect sizes) Also Fixed issue where ArcSegments() created one more arc...
- Thu May 04, 2017 9:02 pm
- Forum: Games and Creations
- Topic: [alpha0.1] Intelligent Design/Guidance [WIP Game Concept]
- Replies: 11
- Views: 4824
Re: [alpha0.1] Intelligent Design/Guidance [WIP Game Concept]
What about pseudopodia, chloroplast and golgi apparatus? pseudopodia : interesting - I would love to implement it as an alternate to flagella but not sure how id get the rendering done (id need to probably use tessalation, though I am considering attempting to give cells a less ridgid body shape bu...