In your code you have "bullet_fire.ogg", when the actual filename is "bulletfire.ogg".
Also, should it ever become an issue, be aware that you should write the file paths as exact. ie. use same casing style as in the path.
Search found 515 matches
- Sat Jan 28, 2017 5:05 am
- Forum: Support and Development
- Topic: Help with setup
- Replies: 5
- Views: 3910
- Fri Jan 27, 2017 3:40 pm
- Forum: Support and Development
- Topic: Canvas limitations on 0.10.x?
- Replies: 8
- Views: 3463
Re: Canvas limitations on 0.10.x?
Do we know what kinds of computers can actually support 0.10? What's the oldest anyone's run it on and what kind of GPU do they have? I'm developing my game with 0.10.2, and on the go I use a late 2008 macbook . I'm using two canvases, one for game elements (level, sprites, etc) and one for HUD, an...
- Thu Jan 26, 2017 8:06 am
- Forum: Libraries and Tools
- Topic: "profile.lua" a tool for finding bottlenecks
- Replies: 27
- Views: 34577
Re: "profile.lua" a tool for finding bottlenecks
Alright, thanks for the response.
- Thu Jan 26, 2017 7:40 am
- Forum: Libraries and Tools
- Topic: "profile.lua" a tool for finding bottlenecks
- Replies: 27
- Views: 34577
Re: "profile.lua" a tool for finding bottlenecks
Wasn't able to find the info on a cursory glance, but what's the license for your profiler?
- Wed Jan 25, 2017 1:43 pm
- Forum: Games and Creations
- Topic: [WIP] Frogfaller
- Replies: 16
- Views: 9670
Re: [WIP] Frogfaller
The game certainly has a fair amount of polish to go around, all the way from the UI to the in-game graphics and everything. However, unlike the obvious inspiration Downwell I think the game has fairly noticeable readability/visibility issues due to all the various particle effects and clutter on sc...
- Mon Jan 23, 2017 5:00 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1515031
Re: What's everyone working on? (tigsource inspired)
49 isn't ultimately too bad. My initial ideas for covering all possible cases went well beyond that, and it's not like I really need that kind of accuracy for my game. The auto tiling in my editor is there for making placing big solid chunks easier, while requiring fine-tuning corners and other thin...
- Sun Jan 22, 2017 3:26 pm
- Forum: Support and Development
- Topic: [SOLVED] Resizing a canvas
- Replies: 5
- Views: 7029
Re: Resizing a canvas
When you draw your canvas with love.graphics.draw() , you can give it extra arguments to scale it up (sx, sy). Not sure if that's what you're looking for. So for instance if your game runs natively at 320x240 and window is then resized to 640x480, you can just pass 2 for both sx and sy. Thus in the ...
- Sun Jan 22, 2017 10:52 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1515031
Re: What's everyone working on? (tigsource inspired)
In my autotiling case I just run the algorithm described on the linked site twice: once to get the cardinal sum factor, and then again to get the diagonal sum factor. This requires 31 dfferent variations of the tile for the corner checks. However, this is not pefect (though is good enough for my pur...
- Sun Jan 22, 2017 3:54 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1515031
Re: What's everyone working on? (tigsource inspired)
Whenever a new tile is placed (so it only checks it during level editing, not on level load), I more or less use the same method as described here , though with some minor alterations. For slopes though, it checks the number of slope tiles to the right and left of the new tile, determines its positi...
- Sun Jan 22, 2017 1:50 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1515031