Search found 30 matches

by lachlaan
Wed Apr 04, 2018 2:54 pm
Forum: Support and Development
Topic: Sync rotation of a hadron collider shape to a rectangle with a moving offset (rotate origin)
Replies: 1
Views: 442

Re: Sync rotation of a hadron collider shape to a rectangle with a moving offset (rotate origin)

Not sure if still a relevant question, but i think you're meant to update the shape's origin/center and then omit rotation coordinates as it's meant to just rotate around its own center and translate along the trajectory. As it stands your green rectangle is both translating and rotating on itself w...
by lachlaan
Thu Mar 08, 2018 10:12 pm
Forum: Support and Development
Topic: Rope Physics Help
Replies: 19
Views: 3787

Re: Rope Physics Help

That guy mentions he handles it like a spring, so perhaps you're omitting the tension of each segment on the segments below them, pulling back upward, rather than the segments themselves just being constrained to dangle from the above joint without being affected by it much? Basically he said it pul...
by lachlaan
Thu Mar 08, 2018 9:04 pm
Forum: Support and Development
Topic: Rope Physics Help
Replies: 19
Views: 3787

Re: Rope Physics Help

It behaves pretty rope like considering it's still line segments in the end. Consider a rope is made up of infinitesimaly small segments and there's rotation/bend tension between every single small segment you could pick. That could be a thing your rope is lacking, segments being too long and acting...
by lachlaan
Tue Mar 06, 2018 8:24 pm
Forum: Support and Development
Topic: How to program states inside a gamestate
Replies: 4
Views: 1116

Re: How to program states inside a gamestate

At the most basic level it'd be a couple of ifs with a switch variable, and a trigger within each mini state that allows you to switch states by changing the variable.
by lachlaan
Thu Feb 22, 2018 8:02 am
Forum: Support and Development
Topic: Stalker-x with translate and scale mouse help
Replies: 4
Views: 1031

Re: Stalker-x with translate and scale mouse help

Try derpy debugging like i do. Print stuff out like the position of your entity and the position of your cursor. Check if the scaling doesn't mess with the actual resolution the game is processed in vs the cursor.
by lachlaan
Thu Feb 22, 2018 2:30 am
Forum: Support and Development
Topic: Collision detection problem
Replies: 4
Views: 888

Re: Collision detection problem

What's not working about it specifically? As far as I can see you're removing the enemy at position i in the table instead of position a, which could be problematic. It should still quit though if it triggers. The question is does it throw an error at all, and also how is the player position saved, ...
by lachlaan
Sun Nov 16, 2014 2:57 pm
Forum: Support and Development
Topic: Weird Question
Replies: 3
Views: 1411

Re: Weird Question

It's as S0|||0s says. I had the same issue when tinkering around with a gravity simulator, where I needed to check each pair's interaction only once, but it was a case of the game not discriminating between "players" and "enemies". So you probably just need to check if both take damage at the same t...
by lachlaan
Wed Nov 12, 2014 10:41 pm
Forum: Support and Development
Topic: Isometric tilemap drawn on reverse
Replies: 2
Views: 1290

Re: Isometric tilemap drawn on reverse

"tilesetBatch[x][y] = tileQuads[tileMap.data[y][x]]"

You're assigning the values flipped is my best guess. assigning the y , x coords to x, y coords. That way tile 1x20 will be assigned to tile 20x1 of a matrix.
by lachlaan
Sat Jun 28, 2014 1:33 pm
Forum: Support and Development
Topic: Bugged animation on 32 bit
Replies: 6
Views: 1866

Re: Bugged animation on 32 bit

Well then unless you packed the 32bit version of the game with the dll's you had in your 64bit love folder, I'm stumped as to what it could be. So I guess that's my last question, did you make sure to download the 32bit installation and include the DLLs from that into the 32bit version of your game?
by lachlaan
Sat Jun 28, 2014 12:20 pm
Forum: Support and Development
Topic: Bugged animation on 32 bit
Replies: 6
Views: 1866

Re: Bugged animation on 32 bit

I ran the game on Windows 7 32bit, so I guess it's not necessarily the windows version that influences it? Perhaps it's a matter of his hardware not supporting some element of the game, like perhaps canvases. I should actually check wether canvases were involved and edit afterwards :D Edit: Okay so ...