love.graphics.setLineWidthGunroar:Cannon() wrote: ↑Tue Jan 19, 2021 9:05 pm Now my only question is how to make lines in love thicker (by height)?
Search found 137 matches
- Wed Jan 20, 2021 8:32 am
- Forum: Support and Development
- Topic: Drawing lines around tiles
- Replies: 10
- Views: 11497
Re: Drawing lines around tiles
- Tue Jan 19, 2021 8:52 pm
- Forum: Support and Development
- Topic: Drawing lines around tiles
- Replies: 10
- Views: 11497
Re: Drawing lines around tiles
Draw up and example image manually with before and after of what you have and what you want.
- Tue Jan 19, 2021 8:52 am
- Forum: Support and Development
- Topic: [Solved]Rotating and drawing object to target correctly
- Replies: 5
- Views: 6405
Re: Rotating and drawing object to target correctly
The perception of disrepsect likely stems from "here's my whole project, someone fix it for me please". To request for community assistance, you should provide minimal code that illustrates your problem, explain what it is you're trying to accomplish, and what your own best approach so far...
- Tue Jan 19, 2021 8:47 am
- Forum: Support and Development
- Topic: Drawing lines around tiles
- Replies: 10
- Views: 11497
Re: Drawing lines around tiles
Usually that's embedded into the tileset graphic, and the technique to lay tiles correctly is called Marching Squares.
I think your question is too vague for more specific assistance.
I think your question is too vague for more specific assistance.
- Sat Jan 16, 2021 9:44 am
- Forum: Support and Development
- Topic: Getting a server for a love2d game
- Replies: 31
- Views: 39012
Re: Getting a server for a love2d game
Yes.Gunroar:Cannon() wrote: ↑Fri Jan 15, 2021 4:54 pm everything is okay with the for loop and setpeername?
When receiving data from a socket, the sender's IP address is included automatically in receivefrom()Gunroar:Cannon() wrote: ↑Fri Jan 15, 2021 4:54 pm do I need to send the IP since it's already known to the client through get_matches()?
- Fri Jan 15, 2021 2:55 pm
- Forum: Support and Development
- Topic: Getting a server for a love2d game
- Replies: 31
- Views: 39012
Re: Getting a server for a love2d game
On the server side, you need to store the received query's IP and port in order to send the reply back to the correct address. Something like: --server load match_name = "casual free-for-all, no cheaters plz" --server update local data, ip, port = udp:receivefrom() if data == "get dat...
- Thu Jan 07, 2021 2:33 pm
- Forum: Support and Development
- Topic: Getting a server for a love2d game
- Replies: 31
- Views: 39012
- Thu Jan 07, 2021 6:05 am
- Forum: Support and Development
- Topic: Getting a server for a love2d game
- Replies: 31
- Views: 39012
Re: Getting a server for a love2d game
You don't need broadcast. There is no "connect/disconnect" with UDP. Think of it like sending and receiving mail. You can send mail to any IP address, and you can wait to receive mail from any IP addresses. To get the match info, send a packet to each IP with a query code. Then, when a pac...
- Wed Jan 06, 2021 4:08 am
- Forum: Support and Development
- Topic: Getting a server for a love2d game
- Replies: 31
- Views: 39012
Re: Getting a server for a love2d game
https://love2d.org/wiki/Tutorial:Networking_with_UDPGunroar:Cannon() wrote: ↑Tue Jan 05, 2021 7:30 pm How do I do that( use UDP instead of TCP and the quick connect(broadcast I think?) thing
https://love2d.org/wiki/socket
http://w3.impa.br/~diego/software/luasocket/udp.html
- Tue Jan 05, 2021 4:57 am
- Forum: Support and Development
- Topic: Getting a server for a love2d game
- Replies: 31
- Views: 39012
Re: Getting a server for a love2d game
Is it possible to quickly connect and disconnect from the IPs to get the info or would that take too long? I'd say that is your best bet. Use UDP (not TCP) to send a packet to each IP, and have each IP send back a packet with the info. Modern systems can handle a thousand packets easily. Using UDP,...