Search found 62 matches

by Lovingsoul1337
Fri Jan 17, 2025 10:09 am
Forum: Support and Development
Topic: [SOLVED]setDefaultFilter("nearest", "nearest") not working
Replies: 7
Views: 8894

Re: [SOLVED]setDefaultFilter("nearest", "nearest") not working

i just did put that at the top of my main.lua: love.graphics.setDefaultFilter('nearest', 'nearest')

and it worked seamlessly. i think you have to do that before any loading or drawing.
by Lovingsoul1337
Fri Aug 09, 2024 10:49 am
Forum: Support and Development
Topic: Coroutines any advantage in my case ?
Replies: 7
Views: 8149

Coroutines any advantage in my case ?

hi ! hope you doing well ! :) i have another question: does my code run faster if i use coroutines in my gameManager class and update each class: map, input, player, entities, projectiles in a separate thread each frame ? or has this just eventually a organisation advantage... thanks for help in adv...
by Lovingsoul1337
Fri Aug 09, 2024 8:24 am
Forum: Support and Development
Topic: best way to require and make instances
Replies: 3
Views: 5446

Re: best way to require and make instances

i dont want a lib, i want know what is the best way or the convention to make instances. and showed 3 ways how i did that in my code and im not sure what is the best.

and ps. i want to do that on my own not using any lib at all for this. ^^

best regards

Lovingsoul1337
by Lovingsoul1337
Wed Aug 07, 2024 9:42 am
Forum: Support and Development
Topic: best way to require and make instances
Replies: 3
Views: 5446

best way to require and make instances

i have here 3 examples how i did that. now im not sure what is the best way to make this what are the conventions ? https://pastebin.com/LZdcV1V6 -in the main.lua using the new keyword directly after the require feels like the best(but could not work if i do instances in instances or ?) -in the scen...
by Lovingsoul1337
Fri Jul 26, 2024 4:41 pm
Forum: Games and Creations
Topic: Boxclip (platformer / map editor)
Replies: 6
Views: 18487

Re: Boxclip (platformer / map editor)

good job so far ! :cool: would be cool if i could invent my very own moves that i get into my mind. like jump dash forwards flying in a circle dashing to a wall of my choice and firing fireballs. like all this kind of stuff. from your mind on the screen... and thats made easy with a kind of visual e...
by Lovingsoul1337
Thu Jul 25, 2024 9:19 am
Forum: Support and Development
Topic: Collision acts strange
Replies: 2
Views: 3289

Re: Collision acts strange

if you need more to see of my class here is my complete player class.

https://pastebin.com/QxHBP6Yq
by Lovingsoul1337
Wed Jul 24, 2024 8:33 am
Forum: Support and Development
Topic: Collision acts strange
Replies: 2
Views: 3289

Collision acts strange

hi ! can someone please help me with a simple aabb collision system where collision with multiple tiles and corners can happen ? i want if i hi a wall that velocity stop according from which side i collided and then that i can run smoothly along the wall directly. but if i do now for example running...
by Lovingsoul1337
Mon Jul 22, 2024 6:58 am
Forum: Support and Development
Topic: Loading/saving a table??
Replies: 10
Views: 13685

Re: Loading/saving a table??

what if my table contains image data from love2d does this work then too ?
by Lovingsoul1337
Sat Jun 22, 2024 2:24 pm
Forum: Libraries and Tools
Topic: Player Movement - Pythagorean formula - 8 directions
Replies: 4
Views: 16200

Re: Player Movement - Pythagorean formula - 8 directions

--player local gameObject = require('gameObjects/gameObject') local player = gameObject:new() --player sprite player.image = love.graphics.newImage('assets/testRectangle.png') --class vars player.x = 0 player.y = 0 player.speed = 0 player.acceleration = 15 player.deceleration = 7 player.maxSpeed = ...