Yeah, you may be right there.Ensayia wrote:It's not necessarily a bad thing at all, it's just that this community is far more interested in reinventing the wheel than making any actual games with this game framework.
Lua OO Library - bmclass
- BlackBulletIV
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Re: Lua OO Library - bmclass
- slime
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Re: Lua OO Library - bmclass
Perhaps a few people are, but generalizing that statement to the whole community is not at all accurate.
Re: Lua OO Library - bmclass
I very agree with you. I should make a game with LOVE and bmclass, and I am doing it now.Ensayia wrote:It's not necessarily a bad thing at all, it's just that this community is far more interested in reinventing the wheel than making any actual games with this game framework.BlackBulletIV wrote:Is that a bad thing? It's all good messing around with Lua.Ensayia wrote:Oh look, another OO library.
I've already gotten my karma dinged for pointing out the obvious, so I'll drop the issue now.
I'm trying to do TD game with them. And I will keep going to finish it.
It is not yet complete, just for demo. My English is very poor. I hope you all can understand what i said.
Re: Lua OO Library - bmclass
I get "Error: main.lua:5: module 'component.tower' not found" when I try and run your demo. Its looking for a module in my Love directory rather than in the .love file.
- Robin
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Re: Lua OO Library - bmclass
No. It tries to load component/tower.lua, but it only has component/Tower.lua. Case sensitivity bites yet another Windows user!Kadoba wrote:I get "Error: main.lua:5: module 'component.tower' not found" when I try and run your demo. Its looking for a module in my Love directory rather than in the .love file.
Help us help you: attach a .love.
Re: Lua OO Library - bmclass
Yep. You were right. I renamed all the files to lowercase and it works.
Re: Lua OO Library - bmclass
I'm sorry for that, I fixed at TD002.love.Kadoba wrote:Yep. You were right. I renamed all the files to lowercase and it works.
now, we have enemys and we can build towers
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Re: Lua OO Library - bmclass
Nice, works well. The only thing that annoyed me was that you had to select the tower every time you wanted to place one. Since you'll be generally be placing a lot of those while playing, I suggest the following "fix": comment out line 34 in main.lua.
I also made the enemies a bit more varied by changing line 30 in component/Enemy.lua to:
I also made the enemies a bit more varied by changing line 30 in component/Enemy.lua to:
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self.life = math.random() < .01 and 10000 or math.random() < .8 and 200 or math.random(200, 1000)
Help us help you: attach a .love.
Re: Lua OO Library - bmclass
I implement the money and "waves" at this version, 3 waves.
but it nothing happen when castle life = 0 or after 3 waves...=p
try it screenshot thanks for your testing.
but it nothing happen when castle life = 0 or after 3 waves...=p
try it screenshot thanks for your testing.
Re: Lua OO Library - bmclass
Two comments on the library:
- Please don't use loadstring to set global variables. It's slow as hell and might not work properly with environments. Use _G. See also Chapter 14.1 of the PIL.
- The syntax to instanciate a class is really akward: And it always creates a global object. Most of the time I don't want the object to be global, but be saved in a (local) table:
Code: Select all
Dog("myDog", {name = "Snoopy"}) -- why is that better than myDog = Dog { name = "Snoopy" }?
Code: Select all
player.weapon = Shotgun {}
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