Search found 34 matches
- Fri May 30, 2014 12:35 pm
- Forum: Support and Development
- Topic: How can I match my x and y coords and rotation too
- Replies: 2
- Views: 1580
How can I match my x and y coords and rotation too
Hello! Now I was wondering as I am currently working on a pirate game how can I have an enemy pirate ship pull up about 10-30 pixels(will decide later) and have a horizontal rotation plus using some sort of shooting mechanism. The shooting mechanism I don't care much I can do that my self but how ca...
- Tue May 13, 2014 10:24 pm
- Forum: Support and Development
- Topic: Using gridlocked player tutorial for path finding
- Replies: 3
- Views: 1352
Using gridlocked player tutorial for path finding
Hi, So I have a question on path finding. So I used the grid locked player tutorial on the wiki and I want to use it to make a game. Now you've probably heard that a ton, But what I will set up is there is 11 squares on the board on the far right. And then 11 on the far left. What happens is player ...
- Tue May 13, 2014 2:09 am
- Forum: General
- Topic: Postdeleted.
- Replies: 6
- Views: 2679
Re: My idea on how to make a working AI
How you make an AI depends on what type of game it is that you are making. I am going to assume that what you are trying to do is get an enemy to move to the player, if this is the case then your code does not work. In fact the code that you posted makes no sense on any level. In other terms, your ...
- Mon May 12, 2014 9:37 pm
- Forum: General
- Topic: Postdeleted.
- Replies: 6
- Views: 2679
Postdeleted.
*Post Delete by Me, Luaiscool*
- Sun May 11, 2014 7:46 pm
- Forum: Support and Development
- Topic: Pirate ship AI help
- Replies: 2
- Views: 3651
Re: Pirate ship AI help
Programming AI is not easy, so expect to invest some time into this, before you get it right. For specific moving behavior, have a look at this and similar tutorials . Additionally, for the big picture, and to get a more varied enemy behavior, you might want to look into Finite-State-Machines . Tha...
- Sun May 11, 2014 7:17 pm
- Forum: Support and Development
- Topic: Pirate ship AI help
- Replies: 2
- Views: 3651
Pirate ship AI help
Hi, I'm back! So anyways, Pirate ship AI, I have a space game I (tried) made a while ago. It has a good rotate and move in direction its pointing system. But I was wanting an AI where an enemy pirate ship would come up to your side and shoot it's side cannons at you. I have looked at AIs for Love bu...
- Wed May 07, 2014 10:10 pm
- Forum: Support and Development
- Topic: Camera and Waypoint Help
- Replies: 2
- Views: 744
Camera and Waypoint Help
Hi, I've been working on this project for a few weeks, It's called "SpaceTrip 1: The Beginning" I'll call it ST. So I've tried using multiple camera libraries for ST, USUALLY they load up fine, Most times when it loads up the camera won't move at all! So if someone can use my code and impl...
- Mon May 05, 2014 10:41 pm
- Forum: General
- Topic: [Forum Game] Potato Count!
- Replies: 7
- Views: 2578
Re: [Forum Game] Potato Count!
7 Potato!
bump
bump
- Mon May 05, 2014 12:51 am
- Forum: General
- Topic: [Forum Game] Potato Count!
- Replies: 7
- Views: 2578
[Forum Game] Potato Count!
Hello! POTATO COUNT! Here's how it works! We have to count to ten potato like this: One Potato! Two Potato! Tres Potato! (spanish*) Four Potato! etc. So we count to ten potato before an admin comes and says "OMNOMNOM POTATOZ!" Then we restart. We reached 10 potato? then we say "1 Bag,...
- Fri May 02, 2014 1:07 am
- Forum: Support and Development
- Topic: SOLVED Moving 32 to pixels and stopping
- Replies: 1
- Views: 1053
SOLVED Moving 32 to pixels and stopping
So I've tried figuring out https://love2d.org/forums/viewtopic.php?t=76983 STI Which I don't get at all! I was wondering if there is a way to make a map that goes along the lines of 32 x 32 pixel squares, and every arrow key you hit you move in that direction once then you release and hit it again. ...