Search found 28 matches
- 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...
- 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?
- 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.
- 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.
- 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...
- 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...
- 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.
Serves me right for not reading all of the entries for love.event. I'll post my full solution if anyone's interested.
- 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...
- 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.
- 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...