Search found 3556 matches
- Thu Nov 23, 2023 9:56 am
- Forum: Support and Development
- Topic: [SOLVED] Top Down Character Animation in 4 Different Directions
- Replies: 6
- Views: 10725
Re: Character Animation in different directions
You're mixing FrameEnabled (without 's') and FramesEnabled (with 's'). But the cause of the error is that you initialize FrameEnabled like this: FrameEnabled = {FramesWalkingUp[FrameIndex], FramesWalkingDown[FrameIndex], FramesWalkingRight[FrameIndex], FramesWalkingLeft[FrameIndex]} That's indeed a ...
- Sun Nov 19, 2023 9:59 pm
- Forum: Support and Development
- Topic: Error Handling: outofmem issue
- Replies: 6
- Views: 5000
Re: Error Handling: outofmem issue
That's right. See if that solves anything.
- Sun Nov 19, 2023 8:28 pm
- Forum: Support and Development
- Topic: Error Handling: outofmem issue
- Replies: 6
- Views: 5000
Re: Error Handling: outofmem issue
Oh you didn't mention that before did you?
Maybe the issue is that you're not releasing the previous image (Object:release) and there are too many in RAM or VRAM waiting to be garbage-collected?
Maybe the issue is that you're not releasing the previous image (Object:release) and there are too many in RAM or VRAM waiting to be garbage-collected?
- Sun Nov 19, 2023 3:36 pm
- Forum: Games and Creations
- Topic: Gravity Circuit
- Replies: 14
- Views: 13662
Re: Gravity Circuit
Thanks for the heads up, I don't actively use macOS, so I didn't quite realize that issue with the threads (truth be told, the threading is some ancient legacy code that could use an overhaul). I was turning JIT off on MacOS on the main thread, due to some potential luajit issues . Will look at add...
- Sun Nov 19, 2023 7:31 am
- Forum: Support and Development
- Topic: Error Handling: outofmem issue
- Replies: 6
- Views: 5000
Re: Error Handling: outofmem issue
My first suspicion would be the saved JPEG file, Have you checked if the JPEG loads fine in isolation?
- Fri Nov 17, 2023 6:42 pm
- Forum: Games and Creations
- Topic: Gravity Circuit
- Replies: 14
- Views: 13662
Re: Gravity Circuit
I am definitely not a fan of the genre, but it looked impressive to me either way. So much so that I mentioned it to a friend, and he bought it to run it on his Mac. He showed it to me; one problem was that the resource loading was very slow, so I took a look at the code. I found out that you're usi...
- Fri Nov 17, 2023 6:29 pm
- Forum: Support and Development
- Topic: What's point of timeout?
- Replies: 1
- Views: 2417
Re: What's point of timeout?
I haven't looked into lua-enet, but if that timeout is what I think it is (i.e. internally passed to a select() call) then it's intended for pausing the thread until either something is received, or the timeout expires, whichever comes first. It's useful in the case of a multithreaded application wi...
- Wed Nov 15, 2023 7:25 am
- Forum: General
- Topic: Windfield and Tiled. Dynamically change tiles
- Replies: 3
- Views: 3446
- Fri Nov 10, 2023 5:09 pm
- Forum: Libraries and Tools
- Topic: moonODE (Open Dynamics Engine (ODE)) bindings
- Replies: 17
- Views: 75097
Re: moonODE (Open Dynamics Engine (ODE)) bindings
I said:
Alas, that won't work. You need a different name, otherwise it compiles to the same thing.pgimeno wrote: ↑Fri Nov 10, 2023 12:07 am You can replace them all at once, by overriding the default pairs() function with this one:
Code: Select all
function pairs(t) return next, t, nil end
Code: Select all
function xpairs(t)
return next, t, nil
end
- Fri Nov 10, 2023 12:07 am
- Forum: Libraries and Tools
- Topic: moonODE (Open Dynamics Engine (ODE)) bindings
- Replies: 17
- Views: 75097
Re: moonODE (Open Dynamics Engine (ODE)) bindings
I believe he meant:
can be replaced with:
You can replace them all at once, by overriding the default pairs() function with this one:
Code: Select all
for k,v in pairs(t) do
Code: Select all
for k,v in next,t do
Code: Select all
function pairs(t)
return next, t, nil
end