Search found 69 matches
- Fri Aug 19, 2011 9:18 pm
- Forum: Support and Development
- Topic: File search path (and order)?
- Replies: 3
- Views: 1465
File search path (and order)?
I've found strange behavior. I had "class.lua" in my .love file. By coincidence, i put this .love file in a directory where was another file named "class.lua". When I tried to run this .love, I kept getting a strange error. When I tried to run the same .love from a different dire...
- Fri Aug 19, 2011 8:34 pm
- Forum: Games and Creations
- Topic: SpinPong
- Replies: 8
- Views: 5722
SpinPong
Here's my first LÖVE project that reached a playable form. Inspired by Pong (duh!) and a flash game named Curveball. It's far from finished, but the basic gameplay is already there in almost final shape. The main difference from Pong is that you can make the ball rotate, and this rotation will affec...
- Fri Aug 19, 2011 7:42 pm
- Forum: Games and Creations
- Topic: Lövecraft
- Replies: 18
- Views: 16548
Re: Lövecraft
I like the rabbit too, but I find the lack of Cthulhu a bit disappointing
- Thu Aug 11, 2011 12:23 pm
- Forum: Games and Creations
- Topic: Rebound (another pong)
- Replies: 41
- Views: 27166
Re: Rebound (another pong)
Ghuntar, my answer to your question is yes. At least I think that way. On each frame it does the processing and all the stuff that the default love.run does, but then it checks how much time it took and therefore how much time it has until the next frame. And then it just waits this amount of time. ...
- Wed Aug 10, 2011 11:51 pm
- Forum: Games and Creations
- Topic: Rebound (another pong)
- Replies: 41
- Views: 27166
Re: Rebound (another pong)
Ehm, don't you mean something like: function love.update(dt) if dt < 1/60 then love.timer.sleep(1000*(1/60 - dt)) end end The example on the wiki is dead wrong, by the way. Fixing it right away. I understand what this code is supposed to do, but it's unclear to me what it's actually doing. I assume...
- Wed Aug 10, 2011 9:41 am
- Forum: Support and Development
- Topic: [Solved] Physics - shapes get destroyed when collected
- Replies: 4
- Views: 3377
Re: Physics - shapes get destroyed when collected
Thanks for answers I know how Lua garbage collector works, but I just thought that maybe shapes, bodies and other physical objects are managed internally by Box2d or something, so that unless you explicitly destroy them, they stay there.
- Wed Aug 10, 2011 2:00 am
- Forum: Games and Creations
- Topic: Rebound (another pong)
- Replies: 41
- Views: 27166
Re: Rebound (another pong)
I know it's an old thread, but I've just tried this game and wanted to say a few words. The game is really nice, although a bit slow at the beginning (the paddles could move faster too). I'll have yet to try it with a friend to see how it feels when playing against another human. Oh, and I have a sm...
- Wed Aug 10, 2011 12:10 am
- Forum: Support and Development
- Topic: [Solved] Physics - shapes get destroyed when collected
- Replies: 4
- Views: 3377
[Solved] Physics - shapes get destroyed when collected
Hi there :) I'm making a pong-like game that uses love.physics, and I've been getting some weird behavior. I've found out what was the cause and fixed it, but I still don't know whether this was a bug in Löve or was like that by design. That's how I encountered it: I surrounded the playing field wit...
- Mon Aug 08, 2011 12:56 pm
- Forum: Support and Development
- Topic: RevoluteJoint stretching
- Replies: 2
- Views: 1697
Re: RevoluteJoint stretching
Hi there. I tried running your demos, but I was getting an error message love: modules/physics/box2d/Source/Collision/Shapes/b2PolygonShape.cpp:224: b2PolygonShape::b2PolygonShape(const b2ShapeDef*): Assertion `d.x >= 0.0f' failed. I think I know what's your problem though, as I have encountered the...