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nil
Posted: Fri Feb 19, 2016 12:13 am
by Nicholas Scott
nil
Re: Ideas for love2d modules!
Posted: Fri Feb 19, 2016 3:38 am
by Beelz
The thing is, just about every common game element already has a handful of high quality libraries. Things made out of self necessity and shared around for everyone to use and improve upon.
I'm not saying that making your own is a bad idea and you shouldn't do it, I tend to write my own modules for just about everything... Instead of relying on libraries, I try to understand them and implement it on my own(often referring back).
nil
Posted: Fri Feb 19, 2016 5:19 am
by Nicholas Scott
nil
Re: Ideas for love2d modules!
Posted: Fri Feb 19, 2016 6:05 am
by EntranceJew
Re: Ideas for love2d modules!
Posted: Fri Feb 19, 2016 11:26 am
by monolifed
What was this thread about? It looks nilified
nice. you might queue the event calls and run at certain intervals instead of running right away
Re: Ideas for love2d modules!
Posted: Fri Feb 19, 2016 11:29 am
by Nicholas Scott
ingsoc451 wrote:What was this thread about? It looks nilified
It was a thread asking if anyone had ideas for a topic, however the conversation dead ended rather quick, so topic = nil since can't delete xD
Re: nil
Posted: Fri Feb 19, 2016 11:47 am
by zorg
Pretty sure you have an X icon next to the pencil icon and before the ! and ˝ icons at the top of your initial post... or at least it should be there.
Re: nil
Posted: Fri Feb 19, 2016 12:47 pm
by Nicholas Scott
Re: nil
Posted: Fri Feb 19, 2016 12:48 pm
by Nixola
I don't think you can delete a topic, but nil'ing it is usually considered bad practice unless there's a specific reason to hide it.
Re: nil
Posted: Fri Feb 19, 2016 3:20 pm
by Nicholas Scott
Eh, yolo