Search found 124 matches

by Nelvin
Thu Jul 19, 2018 6:39 am
Forum: Support and Development
Topic: [SOLVED] Different approaches for saving settings and game progress
Replies: 8
Views: 6018

Re: Different approaches for saving settings and game progress

One reason would be safety. Lua code would need to be sandboxed, or people sharing modified saves could potentially run untrusted code through them. Right, that's one of the few cases. Controlling the environment (using setfenv) while loading a game might help in situations where additional safety ...
by Nelvin
Wed Jul 18, 2018 1:22 pm
Forum: Support and Development
Topic: [SOLVED] Different approaches for saving settings and game progress
Replies: 8
Views: 6018

Re: Different approaches for saving settings and game progress

Use Lua ... there's hardly any sane reason not to do so for this kind of data.
by Nelvin
Thu Jul 12, 2018 6:02 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1502719

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

Working on a city builder ... and having a shitload load of fun doing so ...

promogif-farm.gif
promogif-farm.gif (14.24 MiB) Viewed 17167 times
by Nelvin
Tue Jul 10, 2018 7:07 am
Forum: General
Topic: How can I store cool levels and sweet resources cozily
Replies: 6
Views: 5587

Re: How can I store cool levels and sweet resources cozily

For tilebased levels, have a look at www.mapeditor.org - and IMO the best format is Lua itself, data description is actually the origin of the language.
by Nelvin
Sun Jul 08, 2018 3:51 pm
Forum: Libraries and Tools
Topic: [11.3] AdMob support for Android + EU Consent
Replies: 106
Views: 274654

Re: [0.10.2] AdMob support for Android!

Since I would've liked to read this when I started out using ads, I will share some of my experience. I currently have an endless runner installed on 3000 devices, from which I play an intertitial ad every 5 deaths, generating from 0.10 to 2.00 USD a day, sometimes it peaks at 4 USD on one day. I'v...
by Nelvin
Fri Jun 29, 2018 8:09 am
Forum: Support and Development
Topic: Coloring sprites with a per-vertex attribute in a spritebatch
Replies: 2
Views: 1984

Re: Coloring sprites with a per-vertex attribute in a spritebatch

It's a per vertex attribute, so yes, you can use different values for quads in the same batch.
by Nelvin
Mon Jun 18, 2018 2:25 pm
Forum: Support and Development
Topic: [solved]issues with an isometric map
Replies: 4
Views: 3040

Re: issues with an isometric map

Ah yeah, I just guessed the solution as that was the obvious problem with regards to the height. Here's a kind of "fixed" version that does remotely what you aim for (only quick fixed in terms of, a hacky version to show off how it's basically down, it's not a version to keep building upon...
by Nelvin
Mon Jun 18, 2018 11:00 am
Forum: General
Topic: ECS programming pattern question
Replies: 1
Views: 2092

Re: ECS programming pattern question

If you solved your problem with one line of code and you're questioning your solution with 5 lines of text in a forum message I'd say, you've already done a decent job before posting. Seems like you found a solution, it's as pragmatic as possible (which is IMO really good) and there's actually no re...
by Nelvin
Mon Jun 18, 2018 5:22 am
Forum: Support and Development
Topic: [solved]issues with an isometric map
Replies: 4
Views: 3040

Re: issues with an isometric map

You just have a typo (I guess) as, in Map:draw you use the height instead of height_size to calculate the yoffset and color gradient of your tiles.
by Nelvin
Tue Jun 12, 2018 6:00 am
Forum: Support and Development
Topic: Using love.graphics.newImage() with png files in an external directory
Replies: 7
Views: 6012

Re: Using love.graphics.newImage() with png files in an external directory

I use a helper function like this in such situations local function loadImageFromPath( filePath ) local f = io.open( filePath, "rb" ) if f then local data = f:read( "*all" ) f:close() if data then data = love.filesystem.newFileData( data, "tempname" ) data = love.image....