Search found 994 matches

by Taehl
Thu Feb 21, 2013 10:09 pm
Forum: General
Topic: Box2D, performance, and error(!) questions
Replies: 3
Views: 3255

Re: Box2D, performance, and error(!) questions

Thanks, I'll look into that.

I tried moving my body-creating stuff outside of the collision callback (basically, dump it in a list and don't do it until after world:update), and the crashing seems to have stopped. But it would be good to know what is and isn't allowed in collision callbacks.
by Taehl
Thu Feb 21, 2013 6:05 am
Forum: Games and Creations
Topic: trAInsported
Replies: 210
Views: 117709

Re: trAInsported: Alpha testers needed

I tried it out for the first time. 1) Loading was super-slow. Why make 19 threads generate images at the same time, instead of generating 1 image at a time? 2) The game brings my whole system to a crawl. Unless I minimize the window (to force-pause it), every action on my desktop takes like 30 secon...
by Taehl
Thu Feb 21, 2013 4:29 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1503215

Re: What's everyone working on? (tigsource inspired)

You can post, it just needs to be approved first. We have such a spam problem, you wouldn't believe... I must have disapproved over 200 posts in the past two days. Sorry if I (or another mod) accidentally nixed one of yours in the process.
by Taehl
Thu Feb 21, 2013 4:02 am
Forum: General
Topic: Table remove
Replies: 6
Views: 2756

Re: Table remove

Using a "return" will take you out of whatever function you're in. If you want to exit just the innermost loop, you can use "break". For further reading, check out http://www.lua.org/manual/5.1/manual.html#2.4.4.
by Taehl
Thu Feb 21, 2013 3:44 am
Forum: General
Topic: Table remove
Replies: 6
Views: 2756

Re: Table remove

Since you're removing things, I highly recommend iterating backwards so that table.remove won't mess you up. Like so: for i=#table1, 1, -1 do for j=#table2, 1, -1 do -- backwards! if( table1[i].n == table[j].n and table1[i].s == table2[j].s ) then table.remove(table2, j) end end end Otherwise you ma...
by Taehl
Wed Feb 20, 2013 8:36 am
Forum: Libraries and Tools
Topic: TLbind 1.3 - professional controls made easy (now w/ mouse!)
Replies: 37
Views: 52868

Re: TLbind - making professional control schemes easy

During my year of being without Internet, I've upgraded TLbind! It features general improvements, a convenience TLbind.giveInstance function for making new control instances, and the main new feature is mouse support. Mouse buttons are handled as digital input and mouse position as an analogue input...
by Taehl
Wed Feb 20, 2013 5:48 am
Forum: Support and Development
Topic: [Solved] How do you use TLfres?
Replies: 5
Views: 2998

Re: How do you use TLfres?

No problem, I'm glad I could help. Yes, the correct way (in TLfres) is to leave all your coordinates at wherever they should be for native res. I tried to make it require as little work as possible, and figured that never having to move stuff would be the least work of all. :) Plus, I intended TLfre...
by Taehl
Wed Feb 20, 2013 3:47 am
Forum: Support and Development
Topic: Change Love2D Starter Screen to be more helpful?
Replies: 3
Views: 2199

Re: Change Love2D Starter Screen to be more helpful?

Working hyperlinks /may/ be possible, depending on platform, by using os.execute()...

Anyway, I agree. New users may be confused by not being shown a game, or an IDE, or whatever they may have been expecting. It'll save us from having to inform them all here in the forums.
by Taehl
Wed Feb 20, 2013 2:36 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1503215

Re: What's everyone working on? (tigsource inspired)

Ensayia and I are doing prototypes for a new little game. It's going to be a top-down space shooter ala 'Asteroids', with multiplayer, plus some light asteroid-mining / base-building / ship-crafting mechanics. Graphic style is going to be simple 8-bit , possibly cel-shaded. Controls will be mouse, k...
by Taehl
Wed Feb 20, 2013 2:03 am
Forum: General
Topic: Box2D, performance, and error(!) questions
Replies: 3
Views: 3255

Box2D, performance, and error(!) questions

A few random Box2D questions that will assist my current project: 1) What's the fastest type of shape? Circles, right? 2) How can I boost the performance of Box2D? I tried using setFixedRotation on my circles, but that only seemed to give ~1 FPS more. 3) Is there any way to do a world:update() which...