Great, I've been waiting for something like this, but I seem to have ran into a bug:
https://github.com/karai17/Simple-Tiled ... /issues/29
Search found 12 matches
- Mon Mar 10, 2014 2:43 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 915
- Views: 824895
- Wed Aug 21, 2013 5:31 am
- Forum: General
- Topic: Roguelike Development with Love2d?
- Replies: 9
- Views: 7099
Re: Roguelike Development with Love2d?
I don't see why it would be unsuited. What problems do you encounter? It just seems at odds with the layout of a roguelike. even the concept of love.update doesn't make sense for roguelikes, neither does love.draw because you only need to update once per turn. Well, you can actually redefine love.r...
- Sun Aug 18, 2013 6:42 pm
- Forum: General
- Topic: MoonScript performance isuess?
- Replies: 11
- Views: 6594
Re: MoonScript performance isuess?
No, performance won't really be an issue with MoonScript unless you force it. Read the documentation, and see what the corresponding Lua code looks like. If you use OO, it will be slower than if you don't. This is the same with Lua if you're using an OO library. If you use a ton of list/table compr...
- Sun Aug 18, 2013 5:49 pm
- Forum: General
- Topic: MoonScript performance isuess?
- Replies: 11
- Views: 6594
Re: MoonScript performance isuess?
No, performance won't really be an issue with MoonScript unless you force it. Read the documentation, and see what the corresponding Lua code looks like. If you use OO, it will be slower than if you don't. This is the same with Lua if you're using an OO library. If you use a ton of list/table compre...
- Sun Aug 11, 2013 1:16 am
- Forum: Support and Development
- Topic: Get sound points.
- Replies: 8
- Views: 5859
- Thu Aug 08, 2013 4:04 pm
- Forum: Support and Development
- Topic: Directory & Code Organisation
- Replies: 9
- Views: 7292
Re: Directory & Code Organisation
I'm sorry for this big delay, I couldn't come before. Thanks for your time, I really appreciate it - though, I suppose having a complete game structure made for me won't solve my issue and when I come across another project, I'll end up with the same problem, I would like any of you, or anybody els...
- Mon Aug 05, 2013 7:20 pm
- Forum: Support and Development
- Topic: Directory & Code Organisation
- Replies: 9
- Views: 7292
Re: Directory & Code Organisation
This is an example structure. It's of an incomplete game, but should give you an idea of how I generally work.[stuff] I'd recommend, instead of having files with the same names as folders, having an init.lua within the folder, that also gets loaded when you specify the folder name. Oh thanks, I act...
- Mon Aug 05, 2013 6:58 pm
- Forum: Support and Development
- Topic: Directory & Code Organisation
- Replies: 9
- Views: 7292
Re: Directory & Code Organisation
I use files as abstraction tools. This is just how I tend to layout my code. main.lua contains a high-level architecture of the game. You should be more or less able to read it and understand what it's doing from a high-level perspective. From this, you separate into directories. Each file in the di...
- Mon Aug 05, 2013 1:04 pm
- Forum: General
- Topic: [POLL] Do you like "then,do,end" or "{ }"?
- Replies: 37
- Views: 18096
Re: [POLL] Do you like "then,do,end" or "{ }"?
I'd probably go with the style guide for Ruby: do, end for multi-line blocks { } for single-line blocks For example, you might have something like (1..10).select {|num| num.even?} => [2, 4, 6, 8, 10] Which isn't really more hard to understand than (1..10).select do |num| num.even? end => [2, 4, 6, 8...
- Fri Aug 02, 2013 7:19 am
- Forum: General
- Topic: Offline LÖVE documentation for download
- Replies: 106
- Views: 712338
Re: Offline LÖVE documentation for download
It was actually hand-made, haha. A whole lot of copy and pasting. :ultraglee: I plan on updating it once 0.9.0 is released, but I might wait until then since the API is changing a bit, and so I can get the information from the wiki, hehe. Oh wow, thanks for hand-making the files then! And yeah, def...