Search found 66 matches

by MrFariator
Sun Feb 11, 2018 12:58 pm
Forum: Support and Development
Topic: Bump - How to remove item fully from world?
Replies: 8
Views: 207

Re: Bump - How to remove item fully from world?

Yeah, a lot of these considerations have to do with what kind of game you want to make. Something like classic Mega Man doesn't do any "hit both enemies if they're overlapping" checks, but something with piercing ammo (eq. monster hunter's bowguns) will probably do it. It also plays a lot into the f...
by MrFariator
Sun Feb 11, 2018 12:33 pm
Forum: Support and Development
Topic: Difference between local values and self.values in object
Replies: 4
Views: 153

Re: Difference between local values and self.values in object

The locals will only be destroyed if they're defined inside Player:initialize or another member function of that class, otherwise they will persist. This is because deleting your object doesn't tell lua "unload this whole code file", but rather just set that specific object (a lua table) to a nil va...
by MrFariator
Sun Feb 11, 2018 12:28 pm
Forum: Support and Development
Topic: Bump - How to remove item fully from world?
Replies: 8
Views: 207

Re: Bump - How to remove item fully from world?

Yeah, it's an unnecessary check within that for-loop. Keep in mind that with bump's filters it will only return a collision if it's defined to do so, like from my own game's code: local filter = function ( item, other ) if other.properties then if other.properties.isSlopeEnder or other.properties.is...
by MrFariator
Sun Feb 11, 2018 11:52 am
Forum: Support and Development
Topic: Difference between local values and self.values in object
Replies: 4
Views: 153

Re: Difference between local values and self.values in object

The local value that is defined outside the initialize function would effectively be available to every instance of the player class, or in other words this is a matter of do you want to make it a static variable or member variable . Anything that is defined as self.variable can only be accessed if ...
by MrFariator
Sun Feb 11, 2018 11:26 am
Forum: Support and Development
Topic: Bump - How to remove item fully from world?
Replies: 8
Views: 207

Re: Bump - How to remove item fully from world?

Inside your for-loop, when you call Entity.destroy, you are not breaking out of the loop. As such, if the len is greater than 1, the Entity.destroy is called multiple times (if bullet hit a block seam, anyway), and I assume that's where you try to remove the bullet from the bump world, leading to yo...
by MrFariator
Sat Feb 10, 2018 9:39 am
Forum: Support and Development
Topic: Bump - How to remove item fully from world?
Replies: 8
Views: 207

Re: Bump - How to remove item fully from world?

Without seeing your code, I think you're attempting to destroy the enemy object while the Enemy:update method is still being resolved for that frame. This then leads to it trying to query bump, even though the object doesn't exist there anymore. Simplest solution would be to put something akin to if...
by MrFariator
Fri Jan 26, 2018 10:42 pm
Forum: Support and Development
Topic: (REOPENED) Issue booting love2d 9.0 or later builds of love2d.
Replies: 13
Views: 456

Re: Issues booting love2d 9.0 or later builds of love2d.

If it's a laptop with two graphics card (one integrated, and the other is a dedicated one), you might have to tell your operating system to use the dedicated one, or use an accelerated graphics mode. On Windows (7 and up) should be right-click on the application, and from the context menu find and c...
by MrFariator
Fri Dec 29, 2017 12:51 pm
Forum: Support and Development
Topic: Needing Help- Non Square Collisions - STI and Tiled
Replies: 5
Views: 269

Re: Needing Help- Non Square Collisions - STI and Tiled

In the case all you need to add is slopes, then bump works perfectly fine for that (gif). If interested, I wrote a little breakdown here. For anything more complex than shapes made out of squares and triangles, however, you will have to look elsewhere, like HC as Zorg pointed out.
by MrFariator
Thu Dec 28, 2017 5:21 pm
Forum: Support and Development
Topic: Collision problem
Replies: 3
Views: 234

Re: Collision problem

Perhaps the quickest way to resolve this is to start from the direction the objects are moving towards. Eq. if the objects are moving towards right, update the right-most object first, the second right-most second, etc. Thus if the first one moving to the right gets blocked, it could signal the ones...
by MrFariator
Sat Nov 11, 2017 11:17 am
Forum: Support and Development
Topic: Saving files in game directory
Replies: 12
Views: 825

Re: Saving files in game directory

I also faced this "problem" when developing my game's map editor, and I realized that %appdata% is your friend, not your foe. What I wound up doing was including an additional step in my build script(s): look for the "official" map levels in %appdata%, copy those files into the game's own directory ...