Search found 73 matches
- Wed Feb 13, 2019 3:40 am
- Forum: Support and Development
- Topic: Is there any online editor for Love2D?
- Replies: 10
- Views: 13727
Re: Is there any online editor for Love2D?
Hi. I would recommend use Love Web Build , is a love.js tools to execute your code in the web. Unfortunately only works with version 11.1 Also, You can't transport your love executable in usb/cloud, like rar/zip file? I have the same problem in my university, but I transport sublime text portable an...
- Wed Feb 06, 2019 2:58 pm
- Forum: Support and Development
- Topic: [SOLVED] How do you make a platformer?
- Replies: 2
- Views: 3036
Re: How do you make a platformer?
I'm checking your .love file, and you have some troubles with logic. I recommend these tutorials(I used them) basic tutorial to make platform https://love2d.org/wiki/Tutorial:Baseline_2D_Platformer osmstudio tutorial is incomplete, but you can understand the basic of platform (camera, physics, tilem...
- Wed Feb 06, 2019 2:27 pm
- Forum: Support and Development
- Topic: [Solved] Collision Check in 2D Platformer
- Replies: 5
- Views: 5877
Re: [Need help] Collision Check in 2D Platformer
i still couldn't make it. i think i understand the logic but what's the difference between for ipairs() and single for loop? Ipairs is the same if you use for loop. Ipairs only check if table's value is null. --check null and stop for _, obj in ipairs(table) do end --equal to for loop for _, obj in...
- Tue Feb 05, 2019 2:41 pm
- Forum: Support and Development
- Topic: [Solved] Collision Check in 2D Platformer
- Replies: 5
- Views: 5877
Re: [Need help] Collision Check in 2D Platformer
Hi, I'm checking your .love file. I would recommend doing something like that love.update(dt) : You put the logic love.draw(): You draw your game You can use AABB function like : function CheckCollision(obj1, obj2) return (obj1.x < obj2.x+ obj2.w and obj2.x < obj1.x+obj1.w and obj1.y < obj2.y+obj2.h...
- Mon Feb 04, 2019 7:48 pm
- Forum: Support and Development
- Topic: [SOLVED]Change STI object image data in execution
- Replies: 0
- Views: 4220
[SOLVED]Change STI object image data in execution
Hi, I'm trying to connect body box2d with STI (Simple Tiled Implementation) object layers, with my player is simple, using the funcion layer:draw(), but when I tried to move image object, or another object make in tilemap editor in my game (executed), I don´t know any solution for this problem. I tr...
- Thu Jan 31, 2019 2:24 pm
- Forum: Support and Development
- Topic: [SOLVED] Doubt LinearVelocity
- Replies: 2
- Views: 2630
Re: Doubt LinearVelocity
I don't understand the issue well. Do you mean that using the controls to "press" against the wall keeps the player from falling? If so, that might be a friction issue. I did this experiment and it worked for me: local lph, lg = love.physics, love.graphics local world = lph.newWorld(0, 40...
- Thu Jan 31, 2019 3:35 am
- Forum: Support and Development
- Topic: [SOLVED] Doubt LinearVelocity
- Replies: 2
- Views: 2630
[SOLVED] Doubt LinearVelocity
Hi, is my second and last post in the week I'm adapted my HC logic to box2d module, I have a problem using LinearVelocity in my player, because if I press "a" and fall from platform my player stuck in the box and doesn´t slide down. When I use applyLinearImpulse that error no appear, but t...
- Wed Jan 30, 2019 4:31 pm
- Forum: Support and Development
- Topic: [SOLVED]love.physics world performance
- Replies: 11
- Views: 9083
Re: love.physics world performance
Yes, I know, but the mechanics of my game is destroy the map. It doesn't matter - you can still represent each tile square as a fixture and destroy the fixtures instead. Bodies contain a lot of additional information which is wasteful in this application. Ok, do you mean like this https://love2d.or...
- Tue Jan 29, 2019 6:26 pm
- Forum: Support and Development
- Topic: [SOLVED]love.physics world performance
- Replies: 11
- Views: 9083
Re: love.physics world performance
Looking at your screenshot I really hope each of those squares is not a separate body, right? That would explain the wasted memory. For static stuff you can put all of your fixtures in a single "ground" body (bodies can have multiple fixtures). Better yet - just use "edge shapes"...
- Tue Jan 29, 2019 4:54 pm
- Forum: Support and Development
- Topic: [SOLVED]love.physics world performance
- Replies: 11
- Views: 9083
Re: love.physics world performance
I did not know.There is no direct correlation between memory usage and fps.
Haha, sure, I understand. Thanks for explain.