Search found 41 matches
- Thu Mar 06, 2025 8:24 pm
- Forum: Games and Creations
- Topic: Prototype: One Turn Empire - A Fast-Paced Roguelite 4X
- Replies: 5
- Views: 4143
Re: Prototype: One Turn Empire - A Fast-Paced Roguelite 4X
Hey SiENcE! Thank you again for compiling the love runtime for Caanoo. I'm using your port on my GP2X and runs great! I tried to play your game and i'm dying the whole time. How do i build the buildings? And how do i make new units? The ai is so strong, i get erased just after few turns. Maybe i'm j...
- Sun May 12, 2024 8:41 pm
- Forum: Support and Development
- Topic: [SOLVED] Have some troubles with Animation again
- Replies: 11
- Views: 3165
Re: Have some troubles with Animation again
Thank you very much for the detailed answer! I have actually no idea, what the config file does. I'm using the compiled love2d version from Sience for his Wiz handheld. And my version is'nt even running on Wiz, but on an older handheld called GP2X. That version was ported by Farox. He said, that run...
- Mon May 06, 2024 8:47 pm
- Forum: Support and Development
- Topic: [SOLVED] Have some troubles with Animation again
- Replies: 11
- Views: 3165
Re: Have some troubles with Animation again
I don't get it - i changed the order of the functions and now it's working, but it only shows the first frame of the animation - so the index does'nt increase. Why? Is it because the function "currentAnimation" does not return anything back? function currentAnimation(animation, dt) animati...
- Thu May 02, 2024 5:44 pm
- Forum: Support and Development
- Topic: [SOLVED] Have some troubles with Animation again
- Replies: 11
- Views: 3165
Re: Have some troubles with Animation again
Thank you @RNavega for responding. I did so, but now i get the error: main.lua line 45: attempt to index upvalue 'player' (a nil value). I don't get it, why. 

- Tue Apr 30, 2024 4:58 pm
- Forum: Support and Development
- Topic: [SOLVED] Have some troubles with Animation again
- Replies: 11
- Views: 3165
Re: Have some troubles with Animation again
Hey! Thank you for the reply. I did, what you said, but i get now an error in love.load.
- Tue Apr 30, 2024 11:50 am
- Forum: Support and Development
- Topic: [SOLVED] Have some troubles with Animation again
- Replies: 11
- Views: 3165
Re: Have some troubles with Animation again
@knorke oh, sorry, sure. And what a cool name! XD I'm from Germany, too btw 

- Tue Apr 30, 2024 10:58 am
- Forum: Support and Development
- Topic: [SOLVED] Have some troubles with Animation again
- Replies: 11
- Views: 3165
[SOLVED] Have some troubles with Animation again
Hey there! I'm trying to implement an animation function, but it does'nt work well. Here is the code: local player local walkingDownAnimation local walkingLeftAnimation local walkingRightAnimation local walkingUpAnimation local tilemap local num_tiles local tiles function love.load() FramesWalkingDo...
- Tue Apr 23, 2024 5:05 pm
- Forum: Support and Development
- Topic: Grid based movement
- Replies: 3
- Views: 1979
Re: Grid based movement
@darkfrei thanks! I'll try it out 
@BrotSagtMist before putting it into my handheld, i'm trying it out on https://replit.com/@Todespreis/PlasticG ... s#main.lua
But there were no response for pressing the buttons, so i thought, i did something wrong

@BrotSagtMist before putting it into my handheld, i'm trying it out on https://replit.com/@Todespreis/PlasticG ... s#main.lua
But there were no response for pressing the buttons, so i thought, i did something wrong
- Tue Apr 23, 2024 1:02 pm
- Forum: Support and Development
- Topic: Grid based movement
- Replies: 3
- Views: 1979
Grid based movement
Hey there! I want to try to make a simple roguelike game, like Shiren The Wanderer. I want to make my character move grid for grid. And i thought about an implementation like this: function love.load() player = { grid_x = 0, grid_y = 0, pos_x = 0, pos_y = 0, speed = 10, size = 32, moving = false } e...
- Sun Apr 21, 2024 5:52 pm
- Forum: Support and Development
- Topic: [SOLVED] Mapping
- Replies: 11
- Views: 2260
Re: Mapping
It's working fine now, thank you!