Search found 27 matches

by Gold_Car
Wed Jan 15, 2020 2:03 am
Forum: Games and Creations
Topic: A Love2D puzzle game - free keys
Replies: 13
Views: 13349

Re: A Love2D puzzle game - free keys

I took Key #5. They're all gone now and I am solving puzzles as we speak.
by Gold_Car
Tue Jan 14, 2020 8:42 pm
Forum: Support and Development
Topic: Is there a simple way to make retro graphics render strictly within big-pixel-locations no matter what's in love.draw?
Replies: 5
Views: 1526

Re: Is there a simple way to make retro graphics render strictly within big-pixel-locations no matter what's in love.dra

I just checked that example .love file out. I'm really surprised by the fact that it works, but it does! SHT!.png I probably would have tried this myself to begin with, but I knew about the warning on the newCanvas() page and thought I would have to make the canvas-maker get repeatedly called consta...
by Gold_Car
Tue Jan 14, 2020 8:59 am
Forum: Support and Development
Topic: Is there a simple way to make retro graphics render strictly within big-pixel-locations no matter what's in love.draw?
Replies: 5
Views: 1526

Is there a simple way to make retro graphics render strictly within big-pixel-locations no matter what's in love.draw?

...Or, should I go all out and set a system up my own way? Basically, a real retro game has no concept of rotated pixels or differently sized pixels. All pixels there are the same size and are always rotated by 0 degrees. What I want to know is what way I should go about "filtering" the graphical ou...
by Gold_Car
Tue Oct 16, 2018 12:46 am
Forum: Support and Development
Topic: Menace of the Infinitely Spinning Box2D Polygon
Replies: 1
Views: 921

Menace of the Infinitely Spinning Box2D Polygon

Previously I made a game about a jointed Box2D object due to my limitations as a developer at the time, and that player character had a system of control that turned out to be something of a darkhorse, so I'm using Box2D in this indirect sequel too. The only problem is, something weird can happen wh...
by Gold_Car
Wed Feb 07, 2018 4:22 am
Forum: Libraries and Tools
Topic: Fizz X
Replies: 85
Views: 37256

Re: Fizz X

Does Fizz X support Pac-Man-style wraparounds? I might need that in the near future; I'm currently assessing the plausibility of all my old, unfinished games.
by Gold_Car
Sun Jan 28, 2018 7:11 am
Forum: Libraries and Tools
Topic: Fizz X
Replies: 85
Views: 37256

Re: Fizz X

Thanks Ivan. It's working. I'm finding a few small kinks, but overall this library is enabling one of my first games to work. My biggest challenge now is to defeat tunneling by striking the right balance with the update steps.
by Gold_Car
Wed Nov 22, 2017 1:59 am
Forum: Libraries and Tools
Topic: Fizz X
Replies: 85
Views: 37256

Re: Fizz X

Damn. I had no idea it was that simple.

Thank you.
by Gold_Car
Thu Nov 16, 2017 3:45 am
Forum: Libraries and Tools
Topic: Fizz X
Replies: 85
Views: 37256

Re: Fizz X

Great work, this is really useful!
How do I install it?
by Gold_Car
Fri Jun 30, 2017 6:52 am
Forum: Support and Development
Topic: Tile Collision Master Question: How do I sculpt my own custom heightmaps?
Replies: 7
Views: 2376

Re: Tile Collision Master Question: How do I sculpt my own custom heightmaps?

erasio wrote:
Fri Jun 30, 2017 5:59 am
They are essentially talking about love.physics which is using Box2D under the hood and therefore uses the same type of collision filtering and elements (Body, Fixture, Shape, World, Contact). :)
Oh, sweet. Things sound much more hopeful to my ears now. Welp, time to read up on love.physics!