Search found 9 matches

by permadeth
Thu Nov 05, 2015 10:00 pm
Forum: Support and Development
Topic: Help with Conway's Game of Life
Replies: 7
Views: 4440

Re: Help with Conway's Game of Life

Here a modified version of the game. Changes: 1.the rules are implemented as a table -- rules table local rules = {} -- dead cells become alive if there are 3 live neighbors rules[0] = { [0] = 0, 0, 0, 1, 0, 0, 0, 0, 0 } -- live cells survive if there are 2 or 3 live neighbors rules[1] = { [0] = 0,...
by permadeth
Thu Nov 05, 2015 1:38 am
Forum: Support and Development
Topic: Help with Conway's Game of Life
Replies: 7
Views: 4440

Re: Help with Conway's Game of Life

Thank you for all the helpful code and ideas :awesome: ! I implemented the iterative getNeighbors function, and made the living variable local, as well as the advice of copying the board, before comparing. Right now it does some pretty insane (but kinda neat) things visually. If anyone's curious, he...
by permadeth
Tue Nov 03, 2015 6:55 am
Forum: General
Topic: Let's show the noobs.
Replies: 6
Views: 4440

Re: Let's show the noobs.

I have been learning to program for about a year and a half (Since I was 26). I feel like an old noob compared to most people :oops: I find the process of coding, so frustrating! And I love it when I get something to work! One of the best feelings imo... such satisfaction. Anyway, I start projects a...
by permadeth
Tue Nov 03, 2015 6:23 am
Forum: Support and Development
Topic: Help with Conway's Game of Life
Replies: 7
Views: 4440

Help with Conway's Game of Life

Hey LOVErs! I've been trying to write Conway's Game of Life https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life in lua/love for the last couple days, and I've felt like I was making progress... ...today I was working on the logic of the game, and I do not understand why it's not working as intende...
by permadeth
Sun Oct 25, 2015 5:19 pm
Forum: Support and Development
Topic: Mouse moved character
Replies: 3
Views: 4266

Re: Mouse moved character

There is another way to get the player to move with a different technique. This one causes the player to move with a single click, rather than holding down the mouse button. You just have to add a couple variables (note: there may be a more elegant solution :P ) player = {} player.image = "@&qu...
by permadeth
Mon Aug 18, 2014 5:28 am
Forum: Games and Creations
Topic: Finished 'RedWave' for Mini LD 53 :)
Replies: 2
Views: 3897

Re: Finished 'RedWave' for Mini LD 53 :)

Thanks for the feedback, just edited the above post to include controls. I think having a menu and a way to reset are key. I just talked to a buddy of mine who gave me the same feedback RE fonts and minimap and I'm going to work on that. The code is pretty messy as I didn't have time to keep it sort...
by permadeth
Mon Jul 21, 2014 1:21 am
Forum: Games and Creations
Topic: Finished 'RedWave' for Mini LD 53 :)
Replies: 2
Views: 3897

Finished 'RedWave' for Mini LD 53 :)

Used the LOVE engine to finish my first complete game. The 48 hours was a welcome pressure to complete something, and I think looking back that it actually inspired the 'wave' featured in the game... I can't look at the code any more right now, but as of ~20 minutes ago I 'beat' the game... unfortun...
by permadeth
Sun May 11, 2014 5:20 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 915
Views: 838960

Re: Simple Tiled Implementation - STI v0.7.4

Hi Permadeath, Here's an example that might help. https://dl.dropboxusercontent.com/u/103873599/love-HC-STI%20example.love I'm adding individual Hardon Collider shapes for each of the tiles, which doesn't seem like a good long-term solution. For my own game, I used an object layer with polygon shap...
by permadeth
Fri May 09, 2014 8:05 pm
Forum: Libraries and Tools
Topic: Simple Tiled Implementation - STI v1.2.3.0
Replies: 915
Views: 838960

Re: Simple Tiled Implementation - STI v0.7.4

I'm creating a top-down hack-n-slash type game, and I'm using Tiled 0.9.1 (and LOVE 0.9.1 of course) with STI 0.7.4 and everything is working really well. Perfectly in fact, except I have no idea how to get my collision_layer (Tile Layer 2) from Tiled to work with HardonCollider (Via STI). I admit I...