Search found 10 matches
- Tue Nov 08, 2022 2:50 am
- Forum: General
- Topic: Does SNESAPU.DLL and libgme.dll work in LOVE2D
- Replies: 33
- Views: 28648
Re: Does SNESAPU.DLL and libgme.dll work in LOVE2D
Yes and they work now. But what I need now is to figure out how I'm going to use LoveGme in a game. Just a heads up, I encountered a LoveGme problem where spcs only played once (it's a feature on libgme's side, apparently). The repository owner hasn't responded to my pull request that fixes the iss...
- Sat Oct 01, 2022 3:09 am
- Forum: General
- Topic: Does SNESAPU.DLL and libgme.dll work in LOVE2D
- Replies: 33
- Views: 28648
Re: Does SNESAPU.DLL and libgme.dll work in LOVE2D
I don't know what your code looks like, but this works for me:
Code: Select all
local gme = require("LoveGme")()
function love.load()
gme:loadFile("RS3_Podorui.spc")
gme:play()
end
function love.update(dt)
gme:update(dt)
end
- Thu Aug 04, 2022 1:09 am
- Forum: General
- Topic: Does SNESAPU.DLL and libgme.dll work in LOVE2D
- Replies: 33
- Views: 28648
Re: Does SNESAPU.DLL and libgme.dll work in LOVE2D
I know I'm late but I use this: https://github.com/cyman-ide/LoveGme
- Sun Mar 06, 2022 4:29 am
- Forum: Support and Development
- Topic: Loading a file, and writing lines from that file to a variable?
- Replies: 2
- Views: 1841
Re: Loading a file, and writing lines from that file to a variable?
For loops in lua can have the iteration function provide any variable type. `line` is not the number of lines in a file, it's the line itself, in string form. --Will print each line, in order, until the end of the file. for line in love.filesystem.lines("highscores.lst") do print(line) end
- Fri Sep 10, 2021 2:11 am
- Forum: General
- Topic: Does anyone want to collaborate?
- Replies: 42
- Views: 32592
Re: Does anyone want to collaborate?
I personally think those editors are hugely complex and overkill for a small project but you are right in that it's been done before. What about a tool that lets you create, graphically, a binary tree? You can drag nodes onto the screen and connect child to parent. You can have multiple childs and ...
- Thu Sep 09, 2021 5:26 pm
- Forum: General
- Topic: Does anyone want to collaborate?
- Replies: 42
- Views: 32592
Re: Does anyone want to collaborate?
I suggested a 2D tiled map editor above. I'm thinking a grid would be presented for ppl to drag and drop tiles onto it. There can be an easy way to change the tiles too (images) so you could have desert/grass/hills etc or change the tiles to be house/road/sky-scraper or whatever. The point of the t...
- Thu Sep 09, 2021 3:02 am
- Forum: General
- Topic: Does anyone want to collaborate?
- Replies: 42
- Views: 32592
Re: Does anyone want to collaborate?
just recently I was planning to make an extensive and easy-to-understand tilemap editor in my Mega Man engine (because Tiled is too complicated for the audience I'm shooting for). And if other devs could plug in an in-game tilemap editor as an editable lua module, it would be so useful, as I often f...
- Wed Sep 08, 2021 4:33 am
- Forum: General
- Topic: Does anyone want to collaborate?
- Replies: 42
- Views: 32592
Re: Does anyone want to collaborate?
I'm interested!
- Fri Jul 30, 2021 5:57 pm
- Forum: Support and Development
- Topic: Pixilated circle
- Replies: 13
- Views: 12368
Re: Pixilated circle
If you're using the midpoint circle func mentioned above, I suggest using love.graphics.points: function drawPixelCircle(x, y, radius, pixelsize) local points = {} local dx, dy, err = math.floor(radius / pixelsize), 0, 1-math.floor(radius / pixelsize) while dx >= dy do local pdx, pdy = dx * pixelsiz...
- Thu Jul 22, 2021 2:33 am
- Forum: General
- Topic: Ideas on speeding up history generation process?
- Replies: 8
- Views: 9329
Re: Ideas on speeding up history generation process?
Like you said, load history when a character spawns, but have an individual store the history of other characters in itself, so they can react individually from there.