Search found 40 matches

by MrFariator
Thu Apr 20, 2017 11:14 pm
Forum: Support and Development
Topic: What program do you use to make graphics?
Replies: 7
Views: 232

Re: What program do you use to make graphics?

GraphicsGale, though it's pretty old and windows-only. Aseprite would be my secondary choice, but frankly I do not like its pixel art UI.

Outside of pixel arty stuff, I tend to either draw my art in Adobe Flash CS4, Fire Alpaca (this one is free!) or Paint tool SAI.
by MrFariator
Wed Apr 05, 2017 12:47 pm
Forum: Support and Development
Topic: canvas black & white only?
Replies: 14
Views: 532

Re: canvas black & white only?

It's probably assumed that user can check love.graphics.setColor if they are curious as to how it works. You should link there on the wiki as opposed to linking to this thread, or just reduce the comment to saying that the drawing color is changed to white.
by MrFariator
Mon Apr 03, 2017 1:43 pm
Forum: Support and Development
Topic: canvas black & white only?
Replies: 14
Views: 532

Re: canvas black & white only?

You can layer canvases fine; I typically use one for HUD/UI and another for the rest. Just draw the one you want to go to the bottom first, and then in ascending order.
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: 711

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: 711

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: 711

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: 394

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: 219

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: 361

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: 361

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...