Search found 12 matches
- Sat Jun 18, 2011 1:51 pm
- Forum: Libraries and Tools
- Topic: LÖVETree, a LÖVE IDE
- Replies: 23
- Views: 17884
Re: LÖVETree, a LÖVE IDE
I have to say - this is brilliant, even though it's not much in terms of features, it looks excellent and makes it very nice to navigate a project. Apart from the features you're already implementing, is an autoupdater on the tables (I'm a bit lazy having to redownload the package each time a new re...
- Tue May 24, 2011 8:59 pm
- Forum: Libraries and Tools
- Topic: LUBE (Networking Library)
- Replies: 332
- Views: 245095
Re: LUBE (Networking Library)
You would need to pack the {10,10} table and the {20,20} tables first with those seperators. Then pack them again using different seperators. Basically you have to turn each table into a string (which is what the packing does) and the seperators are an easy way to tell where a table begins and wher...
- Tue May 24, 2011 7:49 pm
- Forum: Libraries and Tools
- Topic: LUBE (Networking Library)
- Replies: 332
- Views: 245095
Re: LUBE (Networking Library)
ah i think i've got this now, im just having trouble sending a big table back with all the X,Y coords of people. connected = { {10, 10}, {20, 20} } function send() lube.bin:setseperators(string.char(30),string.char(31)) local data = lube.bin:pack( connected ) server:send(data) end That is basicly w...
- Tue May 24, 2011 8:20 am
- Forum: Libraries and Tools
- Topic: LUBE (Networking Library)
- Replies: 332
- Views: 245095
Re: LUBE (Networking Library)
Oh ok, that helps - thanks; learn something everyday.
- Mon May 23, 2011 10:41 pm
- Forum: Libraries and Tools
- Topic: LUBE (Networking Library)
- Replies: 332
- Views: 245095
Re: LUBE (Networking Library)
function Server:update(dt) self.server:send(function() -- the following should really be in a separate function but I put it here for easy reading (taken from BlackBullet below) local data = {} for n,p in pairs(self.player) do lube.bin:setseperators(string.char(1),string.char(2)) data[n] = lube.bin...
- Wed Apr 27, 2011 8:32 am
- Forum: Support and Development
- Topic: Particle System Draw Limit
- Replies: 1
- Views: 1613
Re: Particle System Draw Limit
I'll try and make the question clearer (wording was a bit rambling). Is there anything such as a spritebatch that I could load all the particles that are drawn to screen into? Or are particle systems really that intensive and shouldn't be drawn 50 at a time to screen?
- Tue Apr 26, 2011 8:54 pm
- Forum: Support and Development
- Topic: Particle System Draw Limit
- Replies: 1
- Views: 1613
Particle System Draw Limit
In my old code I had little projectile objects that were each their own particle system flying about and drawing themselves to screen. When I had 50 of these particle systems drawn to screen at the same time, my fps would drop below the 30 mark. So I optimised the code by making a single particle sy...
- Mon Apr 25, 2011 10:50 pm
- Forum: Support and Development
- Topic: Questions of a noob
- Replies: 19
- Views: 10184
Re: Questions of a noob
Ah ok I see where you've gotten mixed up. You have a love.load, love.update, and love.draw in each of your files. You don't want to do that at all. If you want to make a really simple working version, then just whack everything from the map.lua file into the main.lua file, and everything from the pl...
- Mon Apr 25, 2011 10:33 pm
- Forum: General
- Topic: any idea for make simple text input in LOVE?
- Replies: 12
- Views: 10492
Re: any idea for make simple text input in LOVE?
I've found that coding your own widgets really helps increase your understanding of how the engine works, and how the game should work in general, so I would advise to try and have a go by yourself. At least that way you know how it works and you get to make it how you want.
- Mon Mar 14, 2011 6:46 pm
- Forum: Libraries and Tools
- Topic: LUBE (Networking Library)
- Replies: 332
- Views: 245095
Re: LUBE (Networking Library)
Well the example didn't include any sending so I'm still going to need your code to see how to fix it.