Search found 28 matches

by zerocoolisgod
Sun Apr 03, 2016 8:39 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 412151

Re: "Questions that don't deserve their own thread" thread

That all makes sense. I just like the idea of save games and configs being in the game directory. Even something like a block data file like a virtual disc or something, and only being able to write to it. But you'd still need write permissions for that so idk. It's a minor gripe, but I understand w...
by zerocoolisgod
Sun Apr 03, 2016 8:09 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 412151

Re: "Questions that don't deserve their own thread" thread

Why can't live write to the games directory? Is it because the standard distribution method is a zipped game directory?
by zerocoolisgod
Sat Mar 26, 2016 2:29 pm
Forum: Support and Development
Topic: User input
Replies: 7
Views: 1959

Re: User input

That makes a lot of sense now. I find myself trying to over engineer solutions constantly. Thank you.
by zerocoolisgod
Sat Mar 26, 2016 10:51 am
Forum: Support and Development
Topic: Very huge delay to load streamed .mp3 files
Replies: 11
Views: 4478

Re: Very huge delay to load streamed .mp3 files

Load all of your MP3s into a table when the game or level or whatever starts. Then access them from that table when you need them. It'll move all of your load times to the beginning where timing isn't an issue.
by zerocoolisgod
Sat Mar 26, 2016 10:42 am
Forum: Support and Development
Topic: User input
Replies: 7
Views: 1959

Re: User input

It's probably just a peculiarly of how I have the rest of my game built. But I have each input action as an object with its own state. Like G_INPUT.jump = inputclass.new('space') G_INPUT.jump:just_pressed() --returnes true or false Also I wanted to be able to set an input action to a keyboard key or...
by zerocoolisgod
Sat Mar 26, 2016 10:09 am
Forum: Support and Development
Topic: User input
Replies: 7
Views: 1959

Re: User input

I'm at work right now but I'll give it a look when I get home. But yeah, I was talking about having the game divert to an options screen to let the player re-bind the controls. I think the hang up is I want to be able to set a control to a key or a joystick button and I can't figure out how to captu...
by zerocoolisgod
Sat Mar 26, 2016 7:48 am
Forum: Support and Development
Topic: User input
Replies: 7
Views: 1959

Re: User input

I figured it out... love.event.wait

Serves me right for not reading all of the entries for love.event. I'll post my full solution if anyone's interested.
by zerocoolisgod
Fri Mar 25, 2016 12:26 pm
Forum: Support and Development
Topic: User input
Replies: 7
Views: 1959

User input

How do you guys let the player set inputs in game? Right now I have them in a file in the game directory which is jank. I can't figure out a good way to do it in app. I tried doing it with the event syste, but the default love.run handles all the events before I can get at them and I don't want to r...
by zerocoolisgod
Fri Mar 25, 2016 12:17 pm
Forum: Support and Development
Topic: LOVE on Raspberry Pi?
Replies: 11
Views: 13394

Re: LOVE on Raspberry Pi?

There is a love2d core for the retropi distribution. Which uses a retroarch port.
by zerocoolisgod
Tue Mar 15, 2016 4:30 pm
Forum: Support and Development
Topic: OOP Question
Replies: 7
Views: 3514

Re: OOP Question

The problem I was having there, and with Lua in general, is that code up there worked. I have a player class which is a sub of an entity class, the player has state instances which come from a ent_state class. Each state has an animation from the animation class etc... And it all worked. Bullets fly...