Search found 39 matches
- Mon Jan 29, 2024 11:00 pm
- Forum: Support and Development
- Topic: Broken console output
- Replies: 2
- Views: 78699
Re: Broken console output
Your code appears to be working exactly as intended.
- Sun Jan 28, 2024 11:03 pm
- Forum: Libraries and Tools
- Topic: Scribe // Waft - Flexible Text Renderers
- Replies: 0
- Views: 7160
Scribe // Waft - Flexible Text Renderers
I've been using Typo and Floating Text to do text rendering things for previous projects. Both have certain implementation details that don't suit my needs anymore, so I decided to make my own. The primary benefits of Scribe/Waft are: Library instancing Runtime customizability Simplified API Optiona...
- Sun Dec 24, 2023 8:02 pm
- Forum: Support and Development
- Topic: Experiancing camera shake using hump.lua
- Replies: 4
- Views: 5234
Re: Experiancing camera shake using hump.lua
In case you still want to use hump.camera, I happen to have an old implementation of screen shake using that library alongside hump.timer: local cameraFile = require('libs/hump/camera') cam = cameraFile() local camSmoothing = cam.smooth.damped(8) local camTimer = globalTimer.new() local cameraShakin...
- Sun Dec 24, 2023 7:07 am
- Forum: General
- Topic: [Just for fun] Roast my code.
- Replies: 14
- Views: 297906
Re: [Just for fun] Roast my code.
1. 'ar' is a terrible, non-descript variable name 2. 'sav' instead of 'save' for the sake of abbreviating a mere four letter word into a 3 letter filename 3. 'fnt' instead of 'font' for the sake of abbreviating a mere four letter word into a 3 letter variable name 4. 'tmp' instead of 'temp' for the ...
- Sun Dec 24, 2023 6:41 am
- Forum: General
- Topic: How to avoid distortion of the ball?When it moves, it deforms.
- Replies: 1
- Views: 2795
Re: How to avoid distortion of the ball?When it moves, it deforms.
The problem is that you are scaling up the canvas in order to pixelate the circle. You've essentially "zoomed in" on the canvas' coordinate plane, which makes the circle visually snap to a grid. If you want a pixelated circle that moves smoothly, the easiest way is to use a texture, scale ...
- Sat Dec 16, 2023 10:19 pm
- Forum: General
- Topic: What makes a good level?
- Replies: 6
- Views: 42238
Re: What makes a good level?
Matthew Devander has an excellent video that goes into detail about "honest" level design (more particularly puzzle design). The word honesty here essentially reflects an idea that the level designer's job isn't working to inconvenience the player. The designer doesn't create puzzle soluti...
- Thu Dec 14, 2023 8:36 pm
- Forum: Libraries and Tools
- Topic: yui - declarative GUI library for LÖVE
- Replies: 16
- Views: 115731
Re: yui - declarative GUI library for LÖVE
Is it possible to programmatically determine widgets for the template? I don't mean dynamic widget state during runtime, but rather template generation at runtime. Something like: return Yui.Ui:new{ x = x, y = y, Yui.Rows{ --widgets by iteration for i,v in ipairs(extern_values) do Yui.Button{ ... } ...
- Wed Nov 15, 2023 10:37 am
- Forum: General
- Topic: Scalable Approaches to Collision Resolution.
- Replies: 6
- Views: 17982
Re: Scalable Approaches to Collision Resolution.
I keep a list of all objects that can collide, but I also have tables whose membership is predicated on how it's members would respond to a collision. In other words I have a "damageable" table, a "damaging" table, a table for objects that affect physics (walls), and a table of ...
- Mon Oct 02, 2023 6:16 pm
- Forum: General
- Topic: Scalable Approaches to Collision Resolution.
- Replies: 6
- Views: 17982
Re: Scalable Approaches to Collision Resolution.
In the end damage is done and since it should be simple subtraction, order doesn't really matter, does it? The subtraction was just an example for demonstration's sake, my actual game's callbacks are much more involved. By "universal" callback do you mean something like this approach? fun...
- Mon Oct 02, 2023 12:44 am
- Forum: General
- Topic: Scalable Approaches to Collision Resolution.
- Replies: 6
- Views: 17982
Scalable Approaches to Collision Resolution.
In the evolution of my project, more and more objects are interacting and colliding with each other. This is presenting an interesting "philosophical" (architectural?) problem regarding collisions which I can't quite figure out a clean solution to. Not so much a technical "how-to"...