Search found 37 matches

by MrFariator
Sun Mar 26, 2017 9:30 pm
Forum: Support and Development
Topic: Help in bomberman like game with bump.lua (slide in blocks edges)
Replies: 20
Views: 395

Re: Help in bomberman like game with bump.lua (slide in blocks edges)

Usually in most Bomberman games at least some 40~50% of the player's sprite needs to overlap with the explosion before it registers a hit ( sample screenshot from Power Bomberman) , so I assume it's a fair to say that it's the center-most pixels that are compared against. Can't remember from the top...
by MrFariator
Sun Mar 26, 2017 8:30 pm
Forum: Support and Development
Topic: Help in bomberman like game with bump.lua (slide in blocks edges)
Replies: 20
Views: 395

Re: Help in bomberman like game with bump.lua (slide in blocks edges)

Your demo is pretty accurate; makes the character even turn at every fork if diagonal direction is held throughout the whole map (some more naive implementations just have the character keep walking on the same lane until inputs change). I suppose as far as bump goes, its main benefit for a game lik...
by MrFariator
Sat Mar 25, 2017 7:30 pm
Forum: Support and Development
Topic: Help in bomberman like game with bump.lua (slide in blocks edges)
Replies: 20
Views: 395

Re: Help in bomberman like game with bump.lua (slide in blocks edges)

Yes, Imacaluta's second image is how Bomberman games have worked since the days of old. However, one thing to note is that Bomberman games (almost) never have lanes that are wider than one tile, so you can essentially make "soft-locking tiles": player slides from tile to tile, but can stop between t...
by MrFariator
Thu Mar 23, 2017 8:52 pm
Forum: Support and Development
Topic: How to time keypresses
Replies: 9
Views: 246

Re: How to time keypresses

If you want to reproduce jumping controls from something like Mega Man, you can just set the vertical speed to 0 if player releases the jump button, and gravity hasn't caught up yet (ie. vertical speed is still such that player is ascending). For funsies, you can pull the exact movement values for M...
by MrFariator
Wed Mar 22, 2017 11:50 pm
Forum: Support and Development
Topic: Large Meta-Table Serialization
Replies: 4
Views: 129

Re: Large Meta-Table Serialization

That's just a regular lua table, or perhaps in other words an associative array or dictionary. All tables in lua store data with key/value pairs, and you can read more about it here and here with examples. As for your question, yes, you can serialize tables fairly easily, for example by using bitser...
by MrFariator
Wed Mar 22, 2017 12:49 am
Forum: Support and Development
Topic: Jump Height Unstable
Replies: 8
Views: 240

Re: Jump Height Unstable

So in that case my assumption is probably/maybe/perhaps correct. What is essentially happening is that multiplication with your dt between frames do not necessarily add up to such values that your player character would perfectly end up at the apex of their jump (ie. when player.yv+GRAVITY*dt equals...
by MrFariator
Tue Mar 21, 2017 10:12 pm
Forum: Support and Development
Topic: Jump Height Unstable
Replies: 8
Views: 240

Re: Jump Height Unstable

A shot in the dark, but does your delta time vary (wildly) between frames? Since you do not seem to be doing any checks in regards to tunneling (ie. check for collisions between the start and end positions) in the code you provided, or how you're checking horizontal movement for that matter, it coul...
by MrFariator
Mon Mar 20, 2017 11:27 pm
Forum: Support and Development
Topic: Is it worth it to make a built in tile editor?
Replies: 16
Views: 598

Re: Is it worth it to make a built in tile editor?

Typically for something like that you'd only store what the tile is supposed to be (dirt, grass, etc), and then at run time split the tile into four chunks to get the tiling right. So you'd use some sort of a "magic/master" tile in Tiled, which your game then automatically auto tiles based on surrou...
by MrFariator
Wed Mar 15, 2017 5:59 pm
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 476

Re: Pixelart - Canvas rendering question

I myself am using 400x240, which is the same resolution Shovel Knight uses. Even without doing the 4.5x4.5 pixel stretching to full screen that they did, it fits a decent amount of tiles per screen (25x15 of 16x16px tiles) and doesn't require too enormous black bars if you want to scale with even nu...
by MrFariator
Wed Mar 15, 2017 12:41 am
Forum: Support and Development
Topic: Best way of viewing a table's contents? [SOLVED]
Replies: 3
Views: 172

Re: Best way of viewing a table's contents?

I have found rxi's lovebird very useful in this regard. Not only can you just dig into tables as though they're folders in some file management software, it also has a functional lua interpreter so you can punch in changes to the console and have them take place in your love2d project on the spot. F...