Search found 248 matches

by arampl
Sun Jun 09, 2019 8:03 am
Forum: General
Topic: STI Tutorial, Getting whole sprite sheet
Replies: 8
Views: 9937

Re: STI Tutorial, Getting whole sprite sheet

Don't use keyword "local" here:

Code: Select all

...
local love.graphics.draw(sprite.player, 100, 100)
...
by arampl
Mon Apr 29, 2019 6:32 am
Forum: Support and Development
Topic: question about local and global [SOLVED]
Replies: 6
Views: 5021

Re: question about local and global

Yes. Variables in Lua are global by default.
by arampl
Sat Mar 30, 2019 2:49 pm
Forum: Games and Creations
Topic: Simple Escape Room Engine
Replies: 2
Views: 7464

Re: Simple Escape Room Engine

Very funny! :)
by arampl
Sat Mar 16, 2019 6:44 am
Forum: Support and Development
Topic: Love2D 11.2 Requirements? [SOLVED]
Replies: 10
Views: 11744

Re: Love2D 11.2 Requirements?

Stifu wrote: Sat Mar 16, 2019 6:24 am What do you mean "requirements"? Hardware, software? To run what, a "hello world"?
=D. I have never laughed so hard in my life.

But seriously, I wasn't able to run Love2D application on videocard with OpenGL 2.0 or lower.
by arampl
Sat Mar 16, 2019 6:14 am
Forum: Support and Development
Topic: Transformation manipulators library?
Replies: 3
Views: 5472

Re: Transformation manipulators library?

I don't believe such library exists in ANY language. Select & transform tools depends on your implementation of storing, rendering and picking objects. You could try to find tiny open-sourced graphics editor and look at its code, but wouldn't it be easer to make these tools yourself from scratch...
by arampl
Tue Mar 12, 2019 10:00 am
Forum: Support and Development
Topic: 3D in Love 11.0
Replies: 3
Views: 8937

Re: 3D in Love 11.0

Sure. You have to use custom shader(s) and mesh vertex format like this: local vs = [[extern mat4 model; extern mat4 projection; extern mat4 view; vec4 position(mat4 transform_projection, vec4 vertex_position) { return projection * view * model * vertex_position; }]] local format = {{"VertexPos...
by arampl
Sun Mar 10, 2019 4:29 am
Forum: General
Topic: LuaJIT's FFI not working?
Replies: 3
Views: 5032

Re: LuaJIT's FFI not working?

Hmm. Using *.so library on Windows looks strange for me. Shouldn't you compile as a *.dll? Also AFAIK to load dynamic library from current directory you should call ffi.load("<your library>", true). At least on Linux. EDIT: Sorry, my statement about ffi.load "global" flag was inc...
by arampl
Mon Jan 28, 2019 3:19 pm
Forum: Support and Development
Topic: [SOLVED]setDefaultFilter("nearest", "nearest") not working
Replies: 5
Views: 7658

Re: setDefaultFilter("nearest", "nearest") not working

You could also switch lines in love.load
by arampl
Sat Dec 15, 2018 2:08 pm
Forum: General
Topic: Lua Randomness Library
Replies: 13
Views: 12720

Re: Lua Randomness Library

Only in the sense if your game would actually need cryptographically secure random numbers, and i'd wager that's nowhere near true. Agreed! @EliterScripts, it can be right the opposite on how to generate random numbers for games. Good explanation here: http://howtomakeanrpg.com/a/better-than-dice.h...
by arampl
Mon Apr 24, 2017 5:19 pm
Forum: General
Topic: Getting value from table problem
Replies: 9
Views: 7628

Re: Getting value from table problem

I think this issue is not about tables. Your "enemy" table is global AND is also child of table "enemystuff". So enemy.y is correct expression.
But you asking if a > enemy.y i.e. if 10 > 100 which is obviously is never true.