Search found 3091 matches

by zorg
Tue Nov 04, 2014 10:10 am
Forum: Libraries and Tools
Topic: LÖVE3D
Replies: 202
Views: 115467

Re: LOVE3D: For Realsies

even with raw opengl calls, i could utilize it as 3D backgrounds for a 2D game, for example; that wouldn't need too much power. :3
by zorg
Tue Nov 04, 2014 5:23 am
Forum: Support and Development
Topic: attempt to call method 'draw' a nil value
Replies: 5
Views: 3132

Re: attempt to call method 'draw' a nil value

Love complains because unit.x and unit.y are tables, not numbers. The thing is, you don't even need those tables since you save the x and y in the units table anyway. The code function unit:draw() love.graphics.draw(unit.img, units.x, units.y would work, but you don't iterate over all the units with...
by zorg
Tue Nov 04, 2014 5:13 am
Forum: General
Topic: Sprite Lamp with LÖVE?
Replies: 2
Views: 2011

Re: Sprite Lamp with LÖVE?

The light vs shadow engine, or rather, it's successor, may be able to do this already; and it's free in both ways.
by zorg
Sun Nov 02, 2014 10:12 am
Forum: Support and Development
Topic: Loading a .lua file multiple times...
Replies: 10
Views: 4000

Re: Loading a .lua file multiple times...

i'm assuming your lua file has something like

Code: Select all

return aiTable
at the end of it, since you assign it via require to a variable.
Just change that to something like

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return setmetatable({state,variables,go,here},aiTableOfMethodsOnly)
That will make it instantiable, if i didn't mess up :3
by zorg
Wed Oct 29, 2014 4:54 pm
Forum: Support and Development
Topic: Best way to do multi layered parallaxing? (performance!)
Replies: 8
Views: 2438

Re: Best way to do multi layered parallaxing? (performance!)

You could also use 6 meshes the size of your actual screen, give those the 6 images as textures, and in the update function, modify the uv coordinates (how the images map to the mesh) so it moves in the direction you desire; i don't know how efficient this would be though, but at least you wouldn't ...
by zorg
Wed Oct 29, 2014 8:31 am
Forum: General
Topic: Server-Client Networking thing.
Replies: 3
Views: 1597

Re: Server-Client Networking thing.

http://leafo.net/lua-enet/
you can

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 require 'enet'
in your code, and use that instead of luasocket, if you choose to.

I still don't see how running your .love opened up notepad, unless i misunderstood something.
by zorg
Wed Oct 29, 2014 8:10 am
Forum: General
Topic: Server-Client Networking thing.
Replies: 3
Views: 1597

Re: Server-Client Networking thing.

My guess is that you read that the server doesn't necessarily need to be made with löve, since servers usually can work without a GUI. If you want your game to have hosting capabilities, then you need to write both client and server code into it. How to write that code depends what you chose to use;...
by zorg
Sun Oct 26, 2014 10:01 am
Forum: General
Topic: Tabs or Spaces?
Replies: 16
Views: 5187

Re: Tabs or Spaces?

Until my code is ready to be released, tabs, since i use the same editor always, so it will always look the same, and before releasing, i convert them to 4 spaces.
by zorg
Fri Oct 24, 2014 8:38 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 13823

Re: Capped frame limit for no reason *sigh*

Evine wrote:Check if this program works on your computer. It uses a "while" loop to delay the frame rate.
Yep, it kills one of my CPU cores :3
Evine wrote:The "love.timer.sleep" function is cursed I tell ya.
It's just imprecise.
by zorg
Thu Oct 23, 2014 12:19 pm
Forum: General
Topic: Distributable package size
Replies: 7
Views: 4171

Re: Distributable package size

the zip program has flags that can set the compression to be stronger; the default setting (6) was probably not what the devs used to package the distributables.

you could try

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$ zip -9 MyGame.zip MyGame.app
that should give you max compression.