Search found 94 matches

by Nelvin
Wed Oct 30, 2019 4:53 pm
Forum: Games and Creations
Topic: Max Downforce - arcade racer
Replies: 15
Views: 3398

Re: Max Downforce - arcade racer

This looks fantastic - triggers my memories for the Lotus Turbo Esprit games on the Amiga. Also it's pretty cool to see how extremely lowres your assets are and how great the game looks even on a typical sized modern display (those games back then had quite a lot of additional "hardware" filtering d...
by Nelvin
Mon Oct 28, 2019 10:31 am
Forum: General
Topic: LÖVE 11.3 released!
Replies: 31
Views: 21993

Re: LÖVE 11.3 released!

Thanks a lot for all the effort and work done on Löve (still using 0.10.2 but looking forward to move over to 11.x eventually)
by Nelvin
Thu Oct 10, 2019 5:41 pm
Forum: General
Topic: Lua encoding
Replies: 13
Views: 3219

Re: Lua encoding

My projects are always so big I would like to have some protection. Then after some time after the release I could release the code so people can mod it but at start I would like to have the source closed. Or partly open source, for modding. May I ask to see any of your previous projects just to ge...
by Nelvin
Sat Oct 05, 2019 7:35 pm
Forum: General
Topic: Distributing lua files
Replies: 21
Views: 4262

Re: Distributing lua files

Steam DRM is optional - here's a list of exceptions
https://steam.fandom.com/wiki/List_of_DRM-free_games
by Nelvin
Fri Sep 20, 2019 6:26 am
Forum: Support and Development
Topic: Best method to implement 9 slice?
Replies: 3
Views: 999

Re: Best method to implement 9 slice?

It's more efficient as changing the scissorrect will stop batching, so you'll create 9 draw calls. Also using scissors will be more complicated to implement as scissors are in screen coordinates, i.e. pixels, so you'd have to do more transformation work on your coordinates (in case you use any scali...
by Nelvin
Sat Aug 31, 2019 3:10 pm
Forum: Support and Development
Topic: Highly-nested table is causing weird errors...
Replies: 11
Views: 2533

Re: Highly-nested table is causing weird errors...

There's nothing to argue here, you made a bug (we all do, I got my first job in gamedev in 1996 and on any current day, if I write a serious amount of code I create bugs) but instead of trying to fix it/understand what you did wrong you're leaving with useless and wrong statements about Lua. It's no...
by Nelvin
Sat Aug 31, 2019 2:37 pm
Forum: Support and Development
Topic: Highly-nested table is causing weird errors...
Replies: 11
Views: 2533

Re: Highly-nested table is causing weird errors...

That's pure nonesense, the bug is just on your side.

But that's just my two cents ah, I meant lines ... of code

local myTab = {{{{{{{{{{{{{{{{{{{{ 42 }}}}}}}}}}}}}}}}}}}}
print( myTab[1][1][1][1][1][1][1][1][1][1][1][1][1][1][1][1][1][1][1][1])
by Nelvin
Wed Aug 14, 2019 1:52 pm
Forum: Support and Development
Topic: Is there a way to simulate a mouse click?
Replies: 2
Views: 894

Re: Is there a way to simulate a mouse click?

Not what you asked for but depending on what you aim to do maybe an alternative - https://www.autoitscript.com/site/ Years ago I used it for a simple automation task, I can't even remember what it was, but I know it worked quite well and was easy to use. If you need the rest of Löve too it's of cour...
by Nelvin
Tue Aug 06, 2019 8:49 am
Forum: General
Topic: wwwoooo
Replies: 15
Views: 5547

Re: wwwoooo

All things equal, for obvious reasons a framework would be less prone to bugs as it's just less and lowerlevel code with less potential for sideeffects due to the usage/data. But there's no such realworld situation where all things are equal so in the end it highly depends. The very general rule of ...
by Nelvin
Tue Jul 30, 2019 9:09 pm
Forum: Libraries and Tools
Topic: Another Lua Vector library
Replies: 14
Views: 5224

Re: Another Lua Vector library

Thank you for your comment, I had not thought about that, do you think that change is enough to optimize it and work properly? The suggested change is a good, and primarily memory and construction time optimization. Without it, each single vector requires more than 1 kb of memory, quite an overhead...