Search found 10 matches
- Sat Nov 30, 2019 9:44 pm
- Forum: Support and Development
- Topic: Managing bullet object lists
- Replies: 3
- Views: 3269
Re: Managing bullet object lists
Ah thanks, a stack is a good suggestion. Going to try that out. I was actually already looking at uarray.lua as something to potentially be used for bullet lists, but I hadn't come across pool.lua. Looking at it, I'm not sure exactly how its meant to be used.
- Thu Nov 28, 2019 5:55 am
- Forum: Support and Development
- Topic: Managing bullet object lists
- Replies: 3
- Views: 3269
Managing bullet object lists
I'm building a bullet hell shmup system and I'm trying to determine the best way to implement a list of shot objects, since there are going to be a lot of them. I had decided that generating brand new objects for each bullet at the time of firing would be inefficient. So instead I decided to initial...
- Sat Apr 14, 2018 11:10 pm
- Forum: Support and Development
- Topic: 11.0 - Some errors causes window to immediately close
- Replies: 7
- Views: 6010
Re: 11.0 - Some errors causes window to immediately close
Ah I see, so it was Hump's gamestate module that seems to be causing the problems. It doesn't seem like exactly why is well understood, but hopefully vrld can work on a fix eventually. I know it's annoying, but running the game using lovec.exe from a terminal should allow you to see the errors, at l...
- Sat Apr 14, 2018 6:02 am
- Forum: Support and Development
- Topic: 11.0 - Some errors causes window to immediately close
- Replies: 7
- Views: 6010
11.0 - Some errors causes window to immediately close
Hi, all. I've been having this strange problem ever since I upgraded to version 11.0. Occasionally, an error would cause the window to immediately close instead of displaying the error message and traceback. If the console is running, it will briefly display the error message before closing as well....
- Wed Apr 04, 2018 12:31 am
- Forum: General
- Topic: LÖVE 11.0 released!
- Replies: 98
- Views: 121749
Re: LÖVE 11.0 released!
Awesome! I've been waiting for a new version for a while now.
I don't think I quite understand what queueable audio sources are. Can someone elaborate further? How are they different from regular sources and what unique things can you do with them?
I don't think I quite understand what queueable audio sources are. Can someone elaborate further? How are they different from regular sources and what unique things can you do with them?
- Wed May 17, 2017 4:43 am
- Forum: Support and Development
- Topic: Simulated 3D sprite rotation in 2D
- Replies: 4
- Views: 5412
Re: Simulated 3D sprite rotation in 2D
Ah, this looks promising! I'll have to make it so there's only 1 image instead of 6, and change the axis of rotation from the middle of the cube to the texture. From studying the code, it looks like it's a bit out of my league to completely understand, but I'll do my best to work with it. I may end ...
- Tue May 16, 2017 1:12 am
- Forum: Support and Development
- Topic: Simulated 3D sprite rotation in 2D
- Replies: 4
- Views: 5412
Re: Simulated 3D sprite rotation in 2D
Hmm, I see that this is done with by manipulating the image's x-scale and y-scale along with the rotation angle. I had thought of trying a similar method but I didn't think it would look as good as it seems to. I suppose this would be an adequate replacement but I don't believe that this is precisel...
- Mon May 15, 2017 4:46 pm
- Forum: Support and Development
- Topic: Simulated 3D sprite rotation in 2D
- Replies: 4
- Views: 5412
Simulated 3D sprite rotation in 2D
Hello, everyone. I'm thinking about migrating to LOVE from the scripting engine that I've previously worked with (Danmakufu) and have been trying to conceptualize how I might replicate certain effects that I previously achieved in it in LOVE as well. I want to know if 3D rotation of a 2D sprite can ...
- Fri Apr 07, 2017 5:52 pm
- Forum: Support and Development
- Topic: 3D Backgrounds for Touhou-like Bullet Hell Shmup
- Replies: 11
- Views: 13383
Re: 3D Backgrounds for Touhou-like Bullet Hell Shmup
Danmakufu is not C-based My bad, I remember friends of mine commenting that the scripting system maybe looked similar to something C-like, so that was a bad assumption. it can draw real 3D graphics too... depending on which of the two versions you use. I use ph3. 0.12m is just too archaic and restr...
- Thu Apr 06, 2017 5:32 pm
- Forum: Support and Development
- Topic: 3D Backgrounds for Touhou-like Bullet Hell Shmup
- Replies: 11
- Views: 13383
3D Backgrounds for Touhou-like Bullet Hell Shmup
Hi all, I'm new here. I've been doing research into LÖVE for a while now to determine if I want to use it for a future game project. A little background on me: I've been working on 2D bullet hell shmup fangames for the Touhou Project series using a scripting language engine called Danmakufu. Using t...