Search found 161 matches
- Tue Jun 26, 2012 7:16 pm
- Forum: Support and Development
- Topic: Inventory and equipment inventory help
- Replies: 17
- Views: 11750
Re: Inventory and equipment inventory help
I really don't think you should develop an MMORPG, or an RPG for that matter with the amount of skill you have thus far. I'm sorry to say but I can almost assure you the project will fall by the wayside. Try something more simple, get into the logics of it. Create code, don't copy code. You gotta le...
- Tue Jun 26, 2012 6:48 pm
- Forum: Support and Development
- Topic: teaching friend problem
- Replies: 7
- Views: 5750
Re: teaching friend problem
I'm pretty experienced in XNA. It, like love, is pretty structured, however Xna is more barebone. You have to implement everything from the ground up with xna. Its pretty complicated to get an image rotated or scaled, as you have to pass that to the spritebatch when you add sprites to it. It can get...
- Thu Jun 14, 2012 6:49 am
- Forum: Libraries and Tools
- Topic: bump.lua - minimal collision detection lib
- Replies: 71
- Views: 46537
Re: bump.lua - minimal collision detection lib
Ah, that's actually really cool. I may use this in the future. I'm usually experimenting with physics engines in my games. If I'm not using box2D I'm usually just doing bounding box. Perhaps in future projects I can use this instead, sounds like it would save me a lot of hassle.
- Mon Jun 11, 2012 4:58 pm
- Forum: Libraries and Tools
- Topic: bump.lua - minimal collision detection lib
- Replies: 71
- Views: 46537
Re: bump.lua - minimal collision detection lib
Not trying to bash you library, maybe I'm not completely understanding, but why not just use a simple Bounding Box solution. It offers the same benefits.
- Sat Jun 02, 2012 5:38 am
- Forum: Support and Development
- Topic: love.physics getting collision force
- Replies: 1
- Views: 2132
love.physics getting collision force
I'm trying to find the measurement of force of a collision callback. Any ideas?
I looked at Contact objects, they'll provide friction information but not any information about forces or impulses.
I looked at Contact objects, they'll provide friction information but not any information about forces or impulses.
- Wed May 30, 2012 3:46 pm
- Forum: Support and Development
- Topic: To Trigger Animations At Certain Times - help?
- Replies: 9
- Views: 6441
Re: To Trigger Animations At Certain Times - help?
You're code is objective, but in a seemingly weird way... Your objects should have there own methods so inside each object is the code to control that object. Usually I give objects there own init(load), update, and draw functions. This organizes your code and later on can prevent a mess of oddly na...
- Wed May 30, 2012 6:08 am
- Forum: Support and Development
- Topic: Questions before trying Love
- Replies: 6
- Views: 5601
Re: Questions before trying Love
Check this out -> https://love2d.org/forums/viewtopic.php?f=4&t=3733&start=20 Love2d 0.8 has available shader effects. Something I think a lot of other 2D game engines lack support for. I also think love has an overall cleaner API, and makes much more sense. I remember using PyGame and getti...
- Mon May 28, 2012 6:53 pm
- Forum: Support and Development
- Topic: How to limit my frames per second?
- Replies: 15
- Views: 16023
Re: How to limit my frames per second?
using the sleep timer just idles the instructions for that duration. You should set the cap through dt, dt is a pointer that references a value from my understanding. Therefore allowing you to change its value outside your scope.
- Thu Apr 05, 2012 5:37 pm
- Forum: Support and Development
- Topic: A Saving Lib? [SOLVED]
- Replies: 24
- Views: 10770
Re: A Saving Lib?
You can serialize your gamestate as is with DataDump, then save to a file.
- Thu Apr 05, 2012 5:28 pm
- Forum: Support and Development
- Topic: High processor usage drawing forms on mouse position
- Replies: 8
- Views: 4546
Re: High processor usage drawing forms on mouse position
It seems odd that that would take that much processing, however calling for the mouse coordinates everytime you draw something seems like a waste. Try something like this: local x, local y = love.mouse.getPosition( ) love.graphics.setColor(0, 200, 0, 100) love.graphics.circle("fill", x, y,...