Search found 87 matches
- Sat May 16, 2015 11:16 pm
- Forum: Support and Development
- Topic: Font properties are not working properly
- Replies: 7
- Views: 3653
Re: Font properties are not working properly
I found that Digital-7 font on dafont.com . I tried it out and I too get weird negative offsets with all 3 of the fonts. As for Americorps, that I think is somewhat expected because the font has a fairly high specified ascent height compared to how high each character actually ascends, so that is ho...
- Sat May 16, 2015 10:54 pm
- Forum: Support and Development
- Topic: [OP WAS DUMB] My For loop has a mind of it's own!
- Replies: 3
- Views: 1522
Re: My For loop has a mind of it's own!
Alert: I was being dumb Yeah, I forgot that my buttons :update function automatically destroy's its own instance of themselves (button suicide!) if it figures out they aren't being used or should be removed by another callback that shouldn't be being called, which was. Panic over. Resume normal act...
- Sat May 16, 2015 10:45 pm
- Forum: Support and Development
- Topic: [OP WAS DUMB] My For loop has a mind of it's own!
- Replies: 3
- Views: 1522
Re: My For loop has a mind of it's own!
for i = #self.buttons, 1, -1 do if self.buttons .is_active then table.remove(self.buttons, i) end end so im newer to lua and love2d, but my question is can you go in a negative step? also can you go from a higher number down to 1? why not just go up from 1 to #self.buttons with a step of 1? Yes, go...
- Sat May 16, 2015 9:11 pm
- Forum: Support and Development
- Topic: [OP WAS DUMB] My For loop has a mind of it's own!
- Replies: 3
- Views: 1522
[OP WAS DUMB] My For loop has a mind of it's own!
I am, well in all honesty, super confused. In a certain state of my game, I have the following code (some bits removed which are definitely not related to this odd behaviour); function new_game:set_team(team) --snip-- self:remove_previous_buttons() --snip-- end function new_game:remove_previous_butt...
- Thu May 14, 2015 11:32 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1494078
Re: What's everyone working on? (tigsource inspired)
A few more. No more for a while now so we don't all get bored!
- Thu May 14, 2015 7:07 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1494078
Re: What's everyone working on? (tigsource inspired)
A few more new screenshots. You can download what I have so far in the 0.0.5 pre-release on GitHub . https://love2d.org/imgmirrur/LGr0lUs.jpg New main menu screen https://love2d.org/imgmirrur/0cSWKrj.jpg Mighty Braunschweig! https://love2d.org/imgmirrur/7Y6qRwC.jpg https://love2d.org/imgmirrur/sjAsM...
- Wed May 13, 2015 6:43 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1494078
Re: What's everyone working on? (tigsource inspired)
If you need much much speed, you could use .bmp? .tga is available as well but I don't know anything about it Problem with .bmp is it produces HUGE file-sizes and quickly starts gobbling up my HDD space. Each 1920x1080 image hits around 7MB. If it halts my FPS to around 30 FPS (which it does), that...
- Wed May 13, 2015 6:37 pm
- Forum: Support and Development
- Topic: Trying to make a power up affect player movement...
- Replies: 5
- Views: 3670
Re: Trying to make a power up affect player movement...
Are you trying to get the random movement to trigger for a set time, say like 10 seconds once you collect the powerup? If so, something like this in your love.update should work as expected function love.update(dt) if shake_power_up then -- If the power up is active playerTable.x = playerTable.x + l...
- Wed May 13, 2015 6:05 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1494078
Re: What's everyone working on? (tigsource inspired)
Another screen. Now have a little 'notice' system that pops up bottom-right (or wherever you set in the skin file). Will likely be used for screenshots notice (like below), achievements and other important info. https://love2d.org/imgmirrur/Sscq4lM.jpg If you've got a fairly nice pc and don't want t...
- Wed May 13, 2015 2:40 pm
- Forum: Support and Development
- Topic: A little bug I just cant seem to figure out.
- Replies: 4
- Views: 2513
Re: A little bug I just cant seem to figure out.
I am presuming that when you cast multiple spells (SPACE), and have say 5 or 6 of them casted, when you press LSHIFT it should produce that cloud effect at each position, rather than them all clumping at that one position? I would recommend however first turning the spells into objects, rather than ...