Search found 106 matches

by Whatthefuck
Sat Dec 16, 2017 2:29 pm
Forum: General
Topic: Redistributables for LOVE2D
Replies: 2
Views: 4182

Redistributables for LOVE2D

Hi there, I am very close to releasing my first game on Steam that uses LOVE2D, and I wish to show the logo of it on the splash screen. Are there any such images?

Thanks in advance.
by Whatthefuck
Tue Sep 05, 2017 7:08 pm
Forum: General
Topic: Question regarding audio sources
Replies: 4
Views: 2560

Re: Question regarding audio sources

I'm digging through love2d source code and have found this in src/modules/audio/openal/Pool.h: // Maximum possible number of OpenAL sources the pool attempts to generate. static const int MAX_SOURCES = 64; If this is what I think it is, then there's a max. sound limit set to 64 sources. If I could g...
by Whatthefuck
Tue Sep 05, 2017 6:59 pm
Forum: General
Topic: Question regarding audio sources
Replies: 4
Views: 2560

Question regarding audio sources

Hey, I have a quick question - is there a limit as to how many sounds can be played back simultaneously? I ask because it seems if I play about 30 sounds at the same time, then other sounds won't play (I call source:play(), then print(source:isPlaying()) which prints out false), and it's driving me ...
by Whatthefuck
Sun Jun 18, 2017 8:18 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1526418

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

This looks pretty fun. I like the interior lightning, and the in-depth functionality like some of the new features you showed. The concepts sound fine to me, I can't really give too much useful feedback without playing it. hey, thanks for whatever feedback you can provide based on what you see in t...
by Whatthefuck
Thu Jun 08, 2017 1:23 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1526418

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

hey guys, haven't posted here in a while, just made a somewhat lengthy progress update video on that game dev sim game I'm making: EvZv2-5X9ow in there I explain the new game expos feature, the work-in-progess story mode and show various general improvements give it a watch if you have 6 mins to spa...
by Whatthefuck
Sun Apr 02, 2017 6:26 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1526418

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

and another one of them devblog/progress type videos if anyone is interested: https://www.youtube.com/watch?v=UoDDxV7-MlE in the vid I talk about a new feature (bookshelves) and overall improvements to motivational speeches, the review system, platform userbase migration and other minor stuff there ...
by Whatthefuck
Mon Mar 27, 2017 8:04 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1526418

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

QBH7pMCNWss I decided to add a small gameplay mechanic - books and bookshelves - to my game dev sim game books provide boosts to experience gain in skills the boosts are provided regardless of where the bookshelf is, as long as it is reachable each bookshelf can contain a maximum of 3 books, each b...
by Whatthefuck
Wed Feb 15, 2017 7:58 pm
Forum: Support and Development
Topic: noob questions: does number of lines of code affect speed of a game?
Replies: 15
Views: 9814

Re: noob questions: does number of lines of code affect speed of a game?

Also the person who are crazy for optimizing seem to try to look smart too, if there is no need to optimize why would you lose your time anyway? Are you gonna tell me that if a beginner writes a PONG game it should be optimized to the core and run at 1204FPS? If the game is simple enough there isn'...
by Whatthefuck
Tue Feb 14, 2017 6:08 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1526418

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

It has been a while since I last posted here, but here's a dev blog type video of a game dev sim type game I'm working on. The video is 14 minutes long and I talk about all the major/interesting/visible changes that happened to it since I first uploaded a video of it back in June 30 of 2016. -M1icNX...
by Whatthefuck
Tue Feb 14, 2017 6:01 pm
Forum: Support and Development
Topic: noob questions: does number of lines of code affect speed of a game?
Replies: 15
Views: 9814

Re: noob questions: does number of lines of code affect speed of a game?

As a note, there is a quote that "premature optimization is a root of all evil" and it is a root of all evil. It implies that one shouldn't bother with performance until they hit brick wall and the software runs so poorly it can't possibly be released in that state. But also in that state...