Search found 13 matches
- Sun May 05, 2013 2:16 pm
- Forum: Support and Development
- Topic: Randomly Generated Images Not Drawing
- Replies: 6
- Views: 3640
Re: Randomly Generated Images Not Drawing
Thanks a bunch Also great idea, just a little more efficient
- Sun May 05, 2013 10:33 am
- Forum: Support and Development
- Topic: Randomly Generated Images Not Drawing
- Replies: 6
- Views: 3640
Re: Randomly Generated Images Not Drawing
https://www.dropbox.com/s/ohwayhc7jn7hb ... round.love
Sorry, didn't realise, kinda tired last night.
Sorry, didn't realise, kinda tired last night.
- Sun May 05, 2013 10:06 am
- Forum: General
- Topic: Post your desktop! :o)
- Replies: 80
- Views: 24074
Re: Post your desktop! :o)
Gotta LÖVE my desktop
[img]http://i.imgbox.com/absD6iDo.png
[/img]
Yeah Windows 7 with classic theme :/ got it for free off my uncle..
[img]http://i.imgbox.com/absD6iDo.png
[/img]
Yeah Windows 7 with classic theme :/ got it for free off my uncle..
- Sat May 04, 2013 8:25 am
- Forum: Support and Development
- Topic: Randomly Generated Images Not Drawing
- Replies: 6
- Views: 3640
Re: Randomly Generated Images Not Drawing
Like it clearly states in the title, the randomly generated images do not show up... I will just upload my give my main.lua code because that is the only thing that uses this class. function love.load() require "class/whale" require "class/clouds" require "class/cut1" r...
- Sat May 04, 2013 7:54 am
- Forum: Support and Development
- Topic: Randomly Generated Images Not Drawing
- Replies: 6
- Views: 3640
Randomly Generated Images Not Drawing
I am working on a project and I have came across a bug but I don't know how to fix it :/ Take a look: clouds = {} clouds.__index = clouds function clouds.init() local cld = {} setmetatable(cld, clouds) cld.batch = {} for i=1, 9 do table.insert(cld.batch, {love.graphics.newImage("graphics/cloud&...
- Tue Apr 23, 2013 1:11 pm
- Forum: Support and Development
- Topic: Parameters Changing Types
- Replies: 2
- Views: 1588
Parameters Changing Types
Hey, I am trying to make a global textbox class to use in my games but I have ran into a problem :/ When I pass numbers through my parameters of a function they switch to booleans :/ This is the class: textbox = {} textbox.__index = textbox function textbox.new(focus, xl, yl, width, height) local tx...
- Sun Apr 07, 2013 1:15 am
- Forum: Support and Development
- Topic: Miscellaneous Bug
- Replies: 2
- Views: 2004
Re: Miscellaneous Bug
Yeah, just slightly drunk at the moment and it was 'bugging' me But yeah, thanks a bunch c:
- Sat Apr 06, 2013 10:46 pm
- Forum: Support and Development
- Topic: Miscellaneous Bug
- Replies: 2
- Views: 2004
Miscellaneous Bug
I have 156 lines of code in the buggy class alone, one bug, but I have not got a clue why :( Also I think my code is inefficient/resource intensive :( I don't know how you guys can help me. Here is the code for the buggy class: menu = {} menu.__index = menu function menu.create() local mnu = {} setm...
- Thu Apr 04, 2013 4:13 pm
- Forum: Support and Development
- Topic: Level Generation
- Replies: 2
- Views: 2002
Re: Level Generation
Aha thanks, guess I just needed an extra pair of eyes to skim over it I haven't got any mates who know Love :/
Oh well, thanks This community is awesome so far!
Oh well, thanks This community is awesome so far!
- Thu Apr 04, 2013 4:04 pm
- Forum: Support and Development
- Topic: Level Generation
- Replies: 2
- Views: 2002
Level Generation
Hey, I have developed a game and now I am wanting to use sprites to replace the LÖVE geometry with sprites. So I have started dabbling and messing with Sprite batches and quads (I have never used these before) and I have tried to make a simple level generator: function love.load() level = {} for i=1...