Search found 20 matches

by caldur
Mon Nov 10, 2014 9:34 am
Forum: General
Topic: Noob help, can't run .lua file
Replies: 10
Views: 9271

Re: Noob help, can't run .lua file

the unzipping I believe is provided by physfs which in turn uses zlib. It does not rely on external utilities to handle archived files.
by caldur
Fri Nov 07, 2014 2:24 am
Forum: General
Topic: Noob help, can't run .lua file
Replies: 10
Views: 9271

Re: Noob help, can't run .lua file

make sure you have an entry point named "main.lua" which is inside a folder that is on the same level as the love executable.
So just rename your hello world.lua into main.lua
by caldur
Tue Nov 04, 2014 5:27 am
Forum: General
Topic: Sprite Lamp with LÖVE?
Replies: 2
Views: 3408

Re: Sprite Lamp with LÖVE?

Well you can achieve what it does with shader, some understanding of normal mapping, and photoshop/gimp...
by caldur
Sun Nov 02, 2014 10:07 am
Forum: Support and Development
Topic: Loading a .lua file multiple times...
Replies: 10
Views: 8493

Re: Loading a .lua file multiple times...

er... simple solution: use dofile instead of require. require is designed to avoid loading the same file more than once. That being said, my feeling is that the entity itself should be responsible for keeping its states, instead of storing the state in the behavior script. But that's just my own opi...
by caldur
Tue Oct 28, 2014 2:07 am
Forum: General
Topic: Looking for native English speaker
Replies: 5
Views: 3733

Re: Looking for native English speaker

sounds nice and you might be interested in this http://love2d.org/forums/viewtopic.php?f=4&t=78754 At this moment I believe it's still based on ivan's own game, but I do think such a project makes sense and can have wide application. (But if yours is a story/text heavy game then that's certainly...
by caldur
Tue Oct 28, 2014 12:29 am
Forum: General
Topic: LOVE users map
Replies: 182
Views: 130525

Re: LOVE users map

jjmafiae wrote: so you kinda have that awesome indian stereo type accent ?
Forgive me if it's kinda abrupt but... I honestly don't see your point in keeping asking such questions....
by caldur
Mon Oct 27, 2014 12:57 am
Forum: General
Topic: Linking/merging drawings
Replies: 3
Views: 3271

Re: Linking/merging drawings

Love doesn't have a built-in "shape batch" so to speak, but you can use Mesh to pack the vertices and draw them with one draw call... requires a little extra work though.
by caldur
Sun Oct 26, 2014 1:20 pm
Forum: Support and Development
Topic: How do you handle input?
Replies: 3
Views: 3882

Re: How do you handle input?

I'd second rmcode's approach; treat the ui elements as you would do with other game objects and let them be responsible for their own update/draw/collision detection etc. This should work for most game scenarios unless you have some real complicated ui scheme (I am not that into ui programming so fo...
by caldur
Sat Oct 25, 2014 12:11 pm
Forum: General
Topic: LOVE users map
Replies: 182
Views: 130525

Re: LOVE users map

Shanghai, China. Definitely not the best place for a programmer (and god bless I don't make a living doing that) because of the GFW... Good news is that love2d.org and github are not banned (though it gets rough with bitbucket sometimes), and I believe I've seen quite some discussion and interest in...
by caldur
Sat Oct 25, 2014 12:03 pm
Forum: Support and Development
Topic: Class structure using hardonCollider
Replies: 3
Views: 3641

Re: Class structure using hardonCollider

Because (iirc) you don't have objects, you have shapes. So in this case your entity would have a shape, not be one. yep, and the thing that gives me a little headache is that you will have to route the collision info back to the owner of the shape... so it's either implementing AABB and collision m...