Search found 10 matches
- Sat Jan 17, 2009 6:23 pm
- Forum: Support and Development
- Topic: Tables
- Replies: 14
- Views: 13495
Re: Tables
I had basically the same thing you posted above bartbes, but it doesn't work. It does not define a bullet as an individual. Every click, a bullet will spawn on top of the previous one and double in speed. But it makes zero sense to me.... well it does, but no matter what I do I end up with many of t...
- Thu Jan 15, 2009 4:36 am
- Forum: Support and Development
- Topic: the best way to wait
- Replies: 5
- Views: 4012
Re: the best way to wait
Could't you do
I dunno if that sleeps the entire thread or if it acts as an actual timer. If it sleeps the entire thread then we need a timer function 
Code: Select all
if timeToWait == true then
love.timer.sleep(50)
end

Re: API Wars
1) I support it. But I do not support removing callbacks all together, to me it would just get messy and just make it frustrating. 2) I don't mind converting, mostly because C# does it in an odd way. So I offer an idea: instead of transfering all to radians or degrees add a method that will convert ...
- Wed Jan 14, 2009 5:58 pm
- Forum: Support and Development
- Topic: Tables
- Replies: 14
- Views: 13495
Re: Tables
Guess what, not Lua! Tables start at 1. Seriously? What idiot decided to do that... Computers count in binary starting at 0 what makes Lua so special? Counting in base 10, for us, we might as well count like 9, 1, 2, 3, etc... EDIT Ok I am unsure why this doesn't work, would someone mind taking a l...
- Tue Jan 13, 2009 5:36 am
- Forum: Games and Creations
- Topic: Militia Defense (2009-07-17)
- Replies: 58
- Views: 46273
Re: Militia Defense (Alpha?)
Pretty fun game. I have some feedback :) Cars should not bleed Never ending waves (a nice little algorithm should adjust unit amounts, speed, etc... according to wave #) Changing Levels (every 10 levels or so change up the map) Air Enemies More defending units (road block, mines, etc...) Remove bloo...
- Tue Jan 13, 2009 5:27 am
- Forum: Support and Development
- Topic: Tables
- Replies: 14
- Views: 13495
Re: Tables
Alright I think I understand tables now. Basically a "mega array", it's hard to wrap my head around after programming with such strict rules in other languages. So to be sure I am on the right track I want something like: --Mostly pseudocode if shootBullet is true then table.insert(bullets...
- Mon Jan 12, 2009 9:06 pm
- Forum: Support and Development
- Topic: Tables
- Replies: 14
- Views: 13495
Re: Tables
Thank you, this helps a lot but I've run into another problem. Mostly because I have found almost nothing to help with the learning of Lua other than just diving into it and looking at other projects. Most of them are uncommented and use bad variable naming conventions making it very frustrating to ...
- Mon Jan 12, 2009 3:05 am
- Forum: Support and Development
- Topic: Tables
- Replies: 14
- Views: 13495
Tables
Would someone be so kind and explain how to use Lua tables with love so I can spawn more than one of the same sprite or even post a tiny example of how to accomplish this? I would be very thankful 

- Tue Jan 06, 2009 5:09 am
- Forum: Support and Development
- Topic: Hello and Questions!
- Replies: 3
- Views: 3636
Re: Hello and Questions!
Sorry but that doesn't help much. I am using the same code to move a sprite around but I cannot for the life of me figure out how to get posX and posY approach the mouse coords correctly...
- Mon Jan 05, 2009 9:21 pm
- Forum: Support and Development
- Topic: Hello and Questions!
- Replies: 3
- Views: 3636
Hello and Questions!
Hello everyone, first post here so I guess you need some kind of introduction... Well, I'm currently 18 years old and am in my third quarter of my game design degree. I plan on specializing in game programming/game engine programming. I have not used math at all for about 6-8 months, so I am kind of...