Very nice library! :) I especially like how non-intrusive it is. That's always a big plus in my books. Two things: 1. As far as I can tell, recursion is not handled correctly. Here's an example: local profile = require("profile/profile") profile.setclock(love.timer.getTime) -- this will me...
Good work on the visualization :) it looks cool and explains the algorithm well, without using a single word. Well done! I learned about the technique from this guy: https://trasevol.dog/2017/02/01/doodle-insights-2-procedural-dithering-part-1/ I really like to read his stuff, he is full of great id...
Hey! Welcome to the forums :) I like the randomized colour scheme, and the rooms have been very diverse so far, which is good. The music and sound effects fit the overall theme of the game very well :) But, boy, is it challenging! I made it to this level before I gave up: https://love2d.org/imgmirru...
It's generally frowned upon to use Lua's IO functions directly. I got an error with your demo and had to change line 25 in main.lua: -- From io.output(log_filename) -- To love.filesystem.write(log_filename, "") Thanks for letting me know! Admittedly I didn't test that version as much as I...
As far as I know the pseudo-random number generator in LOVE is not based on Lua's PRNG. So, the performance difference is not because of an extra table access, it's because they are inherently different PRNGs
Ah whoops, that was my fault. I forgot that you can't write to arbitrary files. I updated the demo. The fix involved two things: - setting the identity of your game with `love.filesystem.setIdentity("name of your game")` - saving the file to the save directory, instead of to the current di...
Heya! What you're asking for is not simple, but it can be done :) It comes down to three problems: 1. Normally, http.request doesn't give you any updates about the download progress; you just call it and it returns when the download is done (or when it ran into an error). What you need is a way to g...