Search found 3593 matches
- Wed Nov 04, 2015 7:29 pm
- Forum: Games and Creations
- Topic: Thrust II Reloaded
- Replies: 14
- Views: 37093
Re: Thrust II Reloaded - Designers Wanted!
Ok, let me address your points in order. -The very first main menu should have something that says "Press enter to start" rather than making the player guess. The second part with pressing 1 to play and 2 to setup keys is good. It has a relatively short timer and accepts any key. Anyway, i...
- Wed Nov 04, 2015 6:26 pm
- Forum: Games and Creations
- Topic: Thrust II Reloaded
- Replies: 14
- Views: 37093
Re: Thrust II Reloaded - Designers Wanted!
Thanks for the feedback and for the offer to help! I'm excited. I was preparing this video while you were posting, so let me add it first and I'll reply in the next post.
I think this video better demonstrates normal gameplay:
https://youtu.be/lNM0yYEAQ6M
I think this video better demonstrates normal gameplay:
https://youtu.be/lNM0yYEAQ6M
- Wed Nov 04, 2015 2:30 pm
- Forum: Games and Creations
- Topic: Thrust II Reloaded
- Replies: 14
- Views: 37093
Re: Thrust II Reloaded - Designers Wanted!
Yeah, it takes a bit to get used to the inertia and learn to control the orbs, that's part of the fun! I recommend to assign the thrust button to a different hand to that for left/right. I believe it helps. Thanks for the video! Here's a little hint: the screen is connected left and right, pretendin...
- Wed Nov 04, 2015 5:42 am
- Forum: Games and Creations
- Topic: Thrust II Reloaded
- Replies: 14
- Views: 37093
Thrust II Reloaded
http://www.formauri.es/personal/pgimeno/thrustii/img/showcase0.png http://www.formauri.es/personal/pgimeno/thrustii/img/showcase1.png http://www.formauri.es/personal/pgimeno/thrustii/img/showcase2.png The 30 anniversary of Thrust II is approaching. This remake renders tribute to it. One major probl...
- Wed Oct 28, 2015 11:04 pm
- Forum: Support and Development
- Topic: Pixel based collision map
- Replies: 5
- Views: 3509
Re: Pixel based collision map
I've now implemented bitwise operators on the bytes of strings, which should help a great deal with this.
https://github.com/pgimeno/lua-strbit
https://github.com/pgimeno/lua-strbit
- Tue Oct 27, 2015 2:17 am
- Forum: Support and Development
- Topic: API stabilization
- Replies: 10
- Views: 9384
Re: API stabilization
So the general opinion is that it's not a good idea and that instead, the correct version should be installed and run, by whoever wants to run the application/game. Now this is my case. I'm using Debian Wheezy (oldstable) which comes with love 0.8.0. I can't upgrade my OS yet, for a number of reason...
- Thu Oct 22, 2015 1:33 pm
- Forum: Support and Development
- Topic: Pixel based collision map
- Replies: 5
- Views: 3509
Re: Pixel based collision map
I've noticed that disabling c.window.vsync in love.conf drastically reduces the CPU consumption of canvas:getImageData. However, it's still quite slow even for tile-sized images, to the point that you still have to run garbage collection manually. I suspect that the problem is that it should actuall...
- Thu Oct 22, 2015 11:58 am
- Forum: Support and Development
- Topic: Pixel based collision map
- Replies: 5
- Views: 3509
Re: Pixel based collision map
Thank you, that idea seems promising but I fail to see how to use ffi for that purpose. It seems to only handle C declarations and constant expressions, not let you write C functions. To my knowledge, there's no built-in C function to handle the ANDing and shifting of byte arrays that this applicati...
- Thu Oct 22, 2015 2:02 am
- Forum: Support and Development
- Topic: [Solved] Unwanted rotation from DistanceJoint
- Replies: 1
- Views: 1956
Re: Unwanted rotation from DistanceJoint
Sorry, never mind. Once I found the cause, the solution was quickly apparent. Replacing the newDistanceJoint call with the following snipped solved it: tmpx, tmpy = ship.body:getWorldCenter() ship.joint = love.physics.newDistanceJoint(cargo.body, ship.body, cargodata.x, cargodata.y, tmpx, tmpy ) Aft...
- Thu Oct 22, 2015 1:35 am
- Forum: Support and Development
- Topic: [Solved] Unwanted rotation from DistanceJoint
- Replies: 1
- Views: 1956
[Solved] Unwanted rotation from DistanceJoint
I'm doing my first tests to make a Thrust II style game using the physics engine. I'm using a DistanceJoint, but the problem is that the ship rotates (gets some torque) as if it had a torsional spring. Why does it do that? How can I get rid of that effect and allow the joint point to rotate freely? ...