Search found 515 matches

by MrFariator
Sat Apr 27, 2024 11:22 pm
Forum: Support and Development
Topic: Sheepollution guide up to date?
Replies: 1
Views: 24

Re: Sheepollution guide up to date?

I skim-read the Sheepolution tutorial, and for the most part as far as I can see, I don't see anything that wouldn't work with current versions of löve. Even the libraries that the tutorial uses or mentions (tick, classic, bump, HC) are older than the tutorial itself, and are perfectly fine to use w...
by MrFariator
Sat Apr 27, 2024 10:53 pm
Forum: Support and Development
Topic: Minimum system requirements for 11.5.0
Replies: 5
Views: 184

Re: Minimum system requirements for 11.5.0

Right, I forgot about that part on macOS, since I still work with 11.4 primarily. To my knowledge Windows 7 and Windows 8 can still run Steam, but yeah, they might break any moment now, so it might be best to list Win10 as the minimum supported platform (since Steam otherwise adds an asterisk note a...
by MrFariator
Sat Apr 27, 2024 6:10 pm
Forum: Support and Development
Topic: Minimum system requirements for 11.5.0
Replies: 5
Views: 184

Re: Minimum system requirements for 11.5.0

Those seem about right. Might be able to run 11.5 on little older versions of Mac, but it can always be a bit of a crapshoot to go and verify that, unless you have some older Macs lying around. You can probably list the same processor on Linux/SteamOS as what's listed for Windows just fine.
by MrFariator
Fri Apr 19, 2024 8:15 pm
Forum: Support and Development
Topic: Input with Jump Buffer
Replies: 6
Views: 350

Re: Input with Jump Buffer

The issue with love.keyboard.isDown is that if your framerate is low, or the game happens to lag, your key strokes may not get recognized when the update functions run (effectively you tap the button in between the update ticks, making love.keyboard.isDown unable to tell what you did). On that front...
by MrFariator
Fri Apr 19, 2024 2:20 am
Forum: Support and Development
Topic: Input with Jump Buffer
Replies: 6
Views: 350

Re: Input with Jump Buffer

love.keypressed and love.keyreleased events only trigger once for a given key press and release. Think of them as alarms for when either action happens (press, release), as opposed to them getting continuously checked. The way your code is laid out, Player:jump is called only when these events are t...
by MrFariator
Wed Apr 03, 2024 6:16 pm
Forum: Support and Development
Topic: 2D Array
Replies: 6
Views: 537

Re: 2D Array

Keep in mind that whenever you create a new instance of this FallingSand class, the m_grid variable is essentially reset (ie. the "state" becomes 0 for all entries). You might be creating new instances somewhere else in your code, and this is the source of your woes. To fix this, you'd nee...
by MrFariator
Sat Mar 09, 2024 6:04 pm
Forum: Support and Development
Topic: Method doesn't see self variable when called by other method (hump.class)
Replies: 8
Views: 1379

Re: Method doesn't see self variable when called by other method (hump.class)

Classic is perfectly fine to use. If you want a list of other libraries, you can find a list here (under "OO", object orientation). Each library has their pros and cons, so essentially pick the one you like.
by MrFariator
Thu Mar 07, 2024 5:27 am
Forum: Support and Development
Topic: A tool like Aseprite but for hd sprites?
Replies: 2
Views: 1140

Re: A tool like Aseprite but for hd sprites?

I believe for any "HD" visuals it's more common place for the art to be done with programs like Photoshop. If you're looking for a cheaper alternative with animation support, Krita might get the job done.
by MrFariator
Wed Feb 14, 2024 4:52 am
Forum: Support and Development
Topic: Question about casting rays (bump.lua)
Replies: 4
Views: 757

Re: Question about casting rays (bump.lua)

Again, depends on how you want the lasers to work. As in, are they fixed lasers that are always enabled (like a level hazard with fixed positioning), or are they a type where they become longer over time, until they hit a wall or an object (eg. a laser turret that goes on and off on a timer or a but...
by MrFariator
Mon Feb 12, 2024 1:39 pm
Forum: Support and Development
Topic: Question about casting rays (bump.lua)
Replies: 4
Views: 757

Re: Question about casting rays (bump.lua)

Depends on how you want your laser to behave. If you want your laser to move, and it will be an axis-aligned bounding box, then you can just create a thin rectangle that either moves on the x or y axis. The only problem may be handling how to handle collisions, or the laser "shrinking" aft...