Search found 11 matches
- Sat Jul 30, 2016 9:47 pm
- Forum: Support and Development
- Topic: Having *unique* objects on screen
- Replies: 13
- Views: 5834
Re: Having *unique* objects on screen
NO! Then you would have a HUGE main.lua file with so many lines I WOULD NEVER READ! The best way to do stuff is organizing things, player code and monster code is different, the main menu is not part of the game mecahnics... and so on. Of course there would be some files that would interact with ot...
- Sun Jul 24, 2016 11:30 pm
- Forum: Support and Development
- Topic: Having *unique* objects on screen
- Replies: 13
- Views: 5834
Re: Having *unique* objects on screen
Thanks guys, I'll have a look at what you've given me and see if I can fix my problem. Also, would it be better if I just use the main.lua file and not have the many other files unless neccesary?
- Sun Jul 24, 2016 10:52 pm
- Forum: Support and Development
- Topic: Having *unique* objects on screen
- Replies: 13
- Views: 5834
Re: Having *unique* objects on screen
Instead of apologizing, you could take the time to clean it up. I took a quick look, but the code is very difficult to follow. Since nearly everything is global and there's absolutely no encapsulation it's very hard to determine where anything is defined or what effect any particular function has w...
- Sun Jul 24, 2016 10:23 pm
- Forum: Support and Development
- Topic: Having *unique* objects on screen
- Replies: 13
- Views: 5834
Having *unique* objects on screen
okay, I'm making a game (really?) yeah. It's a survival game (it's in very ealry development though) I wouldn't say I'm a beginner, nor am I an expert but I've come across a problem as I'm trying to implement a foraging system and I want bushes that spawn and be completely independant without writin...
- Mon Oct 19, 2015 6:56 am
- Forum: Libraries and Tools
- Topic: Clock Tool
- Replies: 1
- Views: 1508
Clock Tool
I understand that love2d was created with games in mind but I decided to test the possibilities of creating programs instead of games, so I created what I call "Clock tool". Basically it is a countdown timer which has an alarm at the end, it was a simple taks but I believe I pulled it off ...
- Wed Jul 08, 2015 6:41 am
- Forum: Libraries and Tools
- Topic: A new tycoon game (very early dev)
- Replies: 5
- Views: 3630
Re: A new tycoon game (very early dev)
If you are a newbie at coding, you should not start with a tycoon game. I'm fairly experienced and I wouldn't even think about doing a tycoon game. Games like that are a huge undertaking. I would start *very* small, like pong small. Then you can do breakout. Then you can do space invanders, etc, et...
- Sun Jul 05, 2015 8:43 am
- Forum: Libraries and Tools
- Topic: A new tycoon game (very early dev)
- Replies: 5
- Views: 3630
Re: A new tycoon game (very early dev)
Hi! Game Dev Tycoon is essentially a turn-based game, so if I were to implement someone like it, my first step would be to prototype a text-based version, with the goal of nailing the mechanics as much as possible before starting to work on art assets, sound, saving games, menu systems, etc... (thi...
- Sat Jul 04, 2015 11:17 pm
- Forum: Libraries and Tools
- Topic: A new tycoon game (very early dev)
- Replies: 5
- Views: 3630
A new tycoon game (very early dev)
I'm a newbie with coding and I've decided to delve into writing a tycoon game similar to 'Game Dev Tycoon' but mine is a music tycoon where you will have to create metaphorical songs and try and be the best. Currently I'm still developing the bare bones game and just thought I'd post on here to see ...
- Mon Jun 22, 2015 8:35 pm
- Forum: General
- Topic: clickable object?
- Replies: 3
- Views: 2211
Re: clickable object?
what I meant by not passing through was the character not being able to, like, the way you can bind your character to the edge of the screen but not.. Sorry, I'm not very good with explaining..
- Mon Jun 22, 2015 6:29 pm
- Forum: General
- Topic: clickable object?
- Replies: 3
- Views: 2211
Re: clickable object?
oh okay, thank you