Search found 533 matches

by MadByte
Thu Jun 20, 2013 4:26 pm
Forum: Games and Creations
Topic: Pong!
Replies: 4
Views: 3236

Re: Pong!

Hey !

Nice pong clone,
as Robin already said - the menu looks damn good. Good job on that.

edit - the selectable movement modes are nice, too :)
by MadByte
Wed Jun 19, 2013 4:52 pm
Forum: Games and Creations
Topic: SlimeBoy
Replies: 12
Views: 5262

Re: SlimeBoy

Actually it isn't your game. It's created by Dandruff for the Ludum Dare and is called "Another Kind of World".

If you call a game your own which isn't your own it doesn't look that good. !
It is more like a little mod of a game.
by MadByte
Tue Jun 18, 2013 7:21 pm
Forum: General
Topic: what is the benefit of a loading bar?
Replies: 12
Views: 4493

Re: what is the benefit of a loading bar?

jjmafiae wrote:
MadByte wrote:...
not my game wastelands of death (its becoming more huge for every update!)
I don't exactly know how much data your game uses but from what I've seen so far
I would dare to say it is more code / optimization related and not because you load tons of stuff in. :P
by MadByte
Tue Jun 18, 2013 7:11 pm
Forum: General
Topic: what is the benefit of a loading bar?
Replies: 12
Views: 4493

Re: what is the benefit of a loading bar?

If you create huge games which have to load tons of data ( images, sounds, ... ) and may have to create a world first on game start or have to perform other heavy calculations ( i.e calculate the terrain, populate it, apply textures etc. ) a loading bar is a great thing to set the player on hold and...
by MadByte
Tue Jun 18, 2013 5:27 pm
Forum: Support and Development
Topic: Manage project code
Replies: 5
Views: 2657

Re: Manage project code

Inny wrote: I'm not sure what you're getting at here. If you're talking about writing code like this: player = require('src.player').new(), that might get very messy.
No no :D never mind, thanks for the help.
by MadByte
Tue Jun 18, 2013 3:52 pm
Forum: Support and Development
Topic: Manage project code
Replies: 5
Views: 2657

Re: Manage project code

Well, I tried it and it does work on the first try - pretty simple! Thanks for the tips :) Actually, it's not bad putting your game code into the global table, but it is very important to be modularized if you do so. For instance, lets say you have a file called "sprites.lua" and in it you...
by MadByte
Mon Jun 17, 2013 11:01 pm
Forum: Support and Development
Topic: Manage project code
Replies: 5
Views: 2657

Manage project code

Hi! I'm currently trying to set up a basic code construct to use in future game projects and I want to make sure the code isn't extremly inefficient, that's why I ask you guys. craftedCode.love Is anything completely against every rule or something ? ( maybe the world.lua ) Are there any things whic...
by MadByte
Mon Jun 17, 2013 9:21 pm
Forum: Support and Development
Topic: [SOLVED]Trouble running lua files.
Replies: 16
Views: 6415

Re: Trouble running lua files.

edit: gd, ninja'd. :D Btw, I would like to say thanks so much for the help, i am just starting in game development! Your're welcome, of course. It would be easier for us to help when you manage to upload a .love file so we could take a look on what you got so far. To pack a .love you just have to us...
by MadByte
Mon Jun 17, 2013 7:22 pm
Forum: Support and Development
Topic: [Help]Saving/Loading
Replies: 3
Views: 2418

Re: [Help]Saving/Loading

If you are willing to use a third party library I would suggest you try "TSerial" to serialize a table and then reload it on start. It's pretty easy to use : Save: love.filesystem.write( "level.lua", TSerial.pack(levelinfo) ) Load: love.filesystem.setIdentity( "YourGameName&...
by MadByte
Mon Jun 17, 2013 2:55 pm
Forum: Games and Creations
Topic: SLG
Replies: 38
Views: 16493

Re: SLG

The first tiles does looking good, the character is kinda adorable :D
What is the glass orb on his head for ? :)

Post some more infos when you archive some progress.