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local startValue = 0
local handValue = {}
local timeDelay = 1
local timeCount = 0
local cursorPos = 0
local gameOver = true
local BLACK, WHITE, GREY = 32, 51, 27
function PadNumber(value, length)
return string.format("%0"..length.."d", value)
This file has been truncated, but you can view the full file.
Mono: Config attempting to parse: './mono/config'.
Mono: Config attempting to parse: '/home/parallels/.mono/config'.
Mono: process_set_name: using [Pixel Vision 8 Runner.exe] as prog name
Mono: mono_w32handle_new: create Process handle 0x1f82d50
Mono: Assembly Loader probing location: '/home/parallels/Desktop/Pixel Vision 8 Runner-Linux/mscorlib.dll'.
Mono: Image addref mscorlib[0x1f948e0] -> /home/parallels/Desktop/Pixel Vision 8 Runner-Linux/mscorlib.dll[0x1f93350]: 2
Mono: Prepared to set up assembly 'mscorlib' (/home/parallels/Desktop/Pixel Vision 8 Runner-Linux/mscorlib.dll)
Mono: Assembly Loader loaded assembly from location: '/home/parallels/Desktop/Pixel Vision 8 Runner-Linux/mscorlib.dll'.
Mono: Config attempting to parse: '/home/parallels/Desktop/Pixel Vision 8 Runner-Linux/mscorlib.dll.config'.
Mono: Config attempting to parse: './mono/assemblies/mscorlib/mscorlib.config'.
Microsoft (R) Build Engine version 15.6.0.0 (xplat-master/ca830585 Sun Mar 25 19:24:09 EDT 2018) for Mono
Copyright (C) Microsoft Corporation. All rights reserved.
/Library/Frameworks/Mono.framework/Versions/5.10.1/lib/mono/msbuild/15.0/bin/MSBuild.dll /p:Configuration=Release /t:Build /v:diag ./Desktop.csproj
Build started 7/23/2018 11:13:00 AM.
Environment at start of build:
LANG = en_US.UTF-8
TERM = xterm-256color
TERM_PROGRAM = Apple_Terminal
SHLVL = 1
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{A931DB73-1032-4087-8371-FB3744ADFA0D}</ProjectGuid>
<OutputType>WinExe</OutputType>
Microsoft (R) Build Engine version 15.7.177.53362 for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.
C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\MSBuild\15.0\bin\msbuild.exe /p:Configuration=Release /p:PackageTargetPlatforms=Itchio /t:BuildGamePackages /v:diag C:\Users\jessefreeman\Documents\PublishTest\PublishTest.csproj
Build started 7/16/2018 8:54:41 AM.
Environment at start of build:
ALLUSERSPROFILE = C:\ProgramData
APPDATA = C:\Users\jessefreeman\AppData\Roaming
CommandPromptType = Native
CommonProgramFiles = C:\Program Files (x86)\Common Files
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{A931DB73-1032-4087-8371-FB3744ADFA0D}</ProjectGuid>
<OutputType>WinExe</OutputType>

Step 1

Create a new Lua file called code.lua in your Workspace/Sandbox/ folder.

Step 2

Create a new local variable called fireballSprites inside the script:

-- The first thing we are going to do is create a table to store the two fireball sprites.
local fireballSprites = {0, 1}
-- You can always preview the sprites.png file by using the Game Creator Pro's Sprite Editor. Here you can see that our first two sprites are the fireballs and the rest of the sprites come from the default.font.png file.
-- ![Draw Sprite Tutorial](http://tutorials.pixelvision8.com/wp-content/uploads/2018/06/draw-sprite-editor.png)
-- Next, we are going to create an object that represents the final fireball we plan on animating later on in the tutorial. This table store the sprite ID to draw to the display and the horizontal and vertical flip values which are flipH and flipV.
local fireball = {
spriteID = fireballSprites[1],
@jessefreeman
jessefreeman / DrawSpriteTest.md
Created June 3, 2018 14:26
Example tutorial generated from GhostWriter.

Step 1

Create a new Lua file called code.lua in your Workspace/Sandbox/ folder.

Step 2

Create a new local variable called fireballSprites inside the script:

@jessefreeman
jessefreeman / code-score.lua
Created May 20, 2018 18:55
PV8 example of drawing a score to the display.
local score = 0
local scoreDisplay = -1
local pos = NewVector(101, 123)
function DrawScore()
-- Update score
if(scoreDisplay ~= score) then
local diff = math.floor((score - scoreDisplay) / 4)
if(diff < 1) then