Search found 211 matches
- Wed Jul 15, 2009 11:18 pm
- Forum: Support and Development
- Topic: setRadius()
- Replies: 13
- Views: 5889
Re: setRadius()
So far my super-awesome trickery has come up with the following: Create an array of objects that are all the size that the player could potentially be and update ONLY the active object. Thus the object already exists. Down-shot of this is if I have too many potential sizes... well... you get the dri...
- Wed Jul 15, 2009 1:41 pm
- Forum: Games and Creations
- Topic: FlyCatch v0.0.3
- Replies: 14
- Views: 9990
FlyCatch v0.0.3
From the dude that brought you far too many other half-done tech demos, comes another half-done tech demo! Okay, honestly this one is a little more polished than I usually initially release, because I wanted to play it further and see how it went. Right now it's pretty simple: you control a "fr...
- Wed Jul 15, 2009 1:27 pm
- Forum: Support and Development
- Topic: setRadius()
- Replies: 13
- Views: 5889
Re: setRadius()
I'm just going to have to figure out genius hacks to get this done. That or abandon the project.
Oh well. I've got other projects.
Oh well. I've got other projects.
- Wed Jul 15, 2009 4:07 am
- Forum: Support and Development
- Topic: setRadius()
- Replies: 13
- Views: 5889
setRadius()
Is there any way to change the radius of a physics shape? Because right now the only way I can figure to do it is to destroy the old body and create a new one. And that just wreaks havoc on the collision engine, which suddenly no-longer recognizes the new shape, even though I use setData to make the...
- Wed Jul 15, 2009 1:35 am
- Forum: General
- Topic: Where do you check for keyboard input
- Replies: 16
- Views: 13979
Re: Where do you check for keyboard input
I check both as they have entirely and incredibly different uses. When you're checking it inside of a function, like update or draw, you're checking it each time that loop is passed through. When you check the keypressed function, you're checking it only when the key is pressed. They have entirely d...
- Thu Jul 09, 2009 2:36 am
- Forum: General
- Topic: Protecting Source?
- Replies: 35
- Views: 19241
Re: Protecting Source?
With Love? No, not really. Although you could obfuscate the code as much as possible, it's not really a security measure so much as a mild annoyance. Rest assured: anyone wanting to cheat at your game will figure out how.
- Tue Jul 07, 2009 1:35 pm
- Forum: Games and Creations
- Topic: Rocket Mouse v0.0.6
- Replies: 19
- Views: 14443
Re: Rocket Mouse v0.0.6
I figured, but I'm not familiar with the % and what it does in Lua's math functions. New version up.
- Tue Jul 07, 2009 1:19 pm
- Forum: Games and Creations
- Topic: Rocket Mouse v0.0.6
- Replies: 19
- Views: 14443
Re: Rocket Mouse v0.0.5
Nice! I have no idea what that's doing but I like it.
- Tue Jul 07, 2009 4:19 am
- Forum: Games and Creations
- Topic: Rocket Mouse v0.0.6
- Replies: 19
- Views: 14443
Re: Rocket Mouse v0.0.5
The next thing I'm hoping to incorporate... well... take a look: math.randomseed( os.time() ) function load() rocks = {} rockShapes = {} rockCount = 0 theWorld = love.physics.newWorld(800, 600) rockCount = 64 for x = 1,rockCount,1 do rocks[x] = love.physics.newBody(theWorld, math.floor(math.random(8...
- Tue Jul 07, 2009 12:26 am
- Forum: General
- Topic: Upcoming features for LOVE 0.6.0
- Replies: 35
- Views: 21970
Re: Upcoming features for LOVE 0.6.0
I'm fairly sure 0.5.0 isn't very backwards compatible with 0.4.0...