Search found 131 matches
- Tue Feb 17, 2015 11:08 am
- Forum: Support and Development
- Topic: Nil value problem
- Replies: 4
- Views: 4456
Re: Nil value problem
Basically the problem is, how values are passed and how they react after being passed. For example local a = 3 local b = a + 1 a = 5 print(b) -- prints 4 So when you set the players position to mousePos, the mousePos is nil at that moment, because when you require lua-file it does everything that is...
Re: Bored...
I think that trying to give ideas is generally not a good idea. The problem is that people have different stuff of interests, like someone might be really into driving games, others not. More likely the person that is into driving games wants to make something about driving games. If you like music,...
- Tue Feb 17, 2015 8:26 am
- Forum: General
- Topic: Programs to practice coding
- Replies: 6
- Views: 3818
Re: Programs to practice coding
I think something smart would be like thinking what kind of subsystem your project needs, then choosing a small project out of it. Like lets say I would need to program some AI, I could create another project just to fiddle around how AI should work, and later on when getting back to main project ju...
- Sat Feb 14, 2015 1:40 pm
- Forum: General
- Topic: Creating and Spreading LÖVE...
- Replies: 2
- Views: 1917
Re: Creating and Spreading LÖVE...
Sounds like perfect topic for valentines. Lövely day it is.
- Fri Feb 13, 2015 10:10 am
- Forum: Support and Development
- Topic: Creating multiple selectable characters
- Replies: 19
- Views: 6947
Re: Creating multiple selectable characters
Seems like people just answered. Something to add strings arent same as numbers: if 1 == "1" then print( "One is one") else print( "One isn't one!") end This prints: "One isn't one!", this is because they are different types. It is same as false is not nil or ...
- Fri Feb 13, 2015 9:56 am
- Forum: Support and Development
- Topic: [LOVEFRAMES] Buttons draw but can't be clicked, Help!
- Replies: 1
- Views: 1826
Re: [LOVEFRAMES] Buttons draw but can't be clicked, Help!
Are you calling loveframes mousereleased/mousepressed functions? Also if I understand the code correctly, you are creating new button on every frame? On love frames, you do not need to do that, just creating a button once then using it should be enough.
- Fri Feb 13, 2015 1:12 am
- Forum: Support and Development
- Topic: speech bubbles
- Replies: 4
- Views: 3209
Re: speech bubbles
By drawing it manually, you can create a lot more stylized bubble. The downside would be if you want to support multiple resolutions. The scaling of images might not look so good, or if you do not scale, it might become too small, if shown on somethong like mobile phone and the resolution is bigger....
- Fri Feb 13, 2015 12:54 am
- Forum: General
- Topic: Avoiding Singletons in Lua
- Replies: 5
- Views: 4622
Re: Avoiding Singletons in Lua
Locals are only valid after declaring, and a variable or function that is local on one lua file, cannot be accessed from other lua-file, except if you use function and return it. The way how I use globals or I guess its quite close to singleton is by using a table called GLOBALS, and I define it in ...
- Thu Feb 12, 2015 4:10 pm
- Forum: Support and Development
- Topic: Creating multiple selectable characters
- Replies: 19
- Views: 6947
Re: Creating multiple selectable characters
I honestly think the best way to approach this is to make a function, where you create a table with common values, then return the table and fill the rest of the values manually, basically kind of like OOP aproach. Something along the lines: local function createCharacter( o ) o = o or {} o.x = o.x ...
- Thu Feb 12, 2015 3:43 pm
- Forum: Support and Development
- Topic: My image is bleeding out hardly. Need an aid.
- Replies: 5
- Views: 4504
Re: My image is bleeding out hardly. Need an aid.
Also, if you haven't already, modify the line where you draw your image to something like this: love.graphics.draw(player.img, math.floor(player.xPos+0.5), math.floor(player.yPos+0.5) I always thought the idea is to add 0.5 offset after flooring aka love.graphics.draw(player.img, math.floor(player....